| BR Yewstance |
A couple of notes regarding Reta's turn.
First, the location was marked with the Poisoned Scourge. This is the first time that rule has occurred on this table, so I'll share the relevant rulebook quote...
Some effects cause a scourge to mark a location. If you’re at a location when it is marked, or if you end your turn at a marked location, suffer the corresponding scourge.
As a result, Reta is now marked with, and is suffering, the Poisoned scourge, and so much recharge a random card from her hand after she resets it (so she should only have 4 cards in hand right now, not 5).
Secondly, Reta has not recharged her Gambeson from the damage she took yet, and it's still showing as displayed, so that should be amended along with her Poisoning.
And as an aside, just making sure Reta knows she can recharge allies to explore at her location. She wouldn't have gained the +1d4 bonus that she did if she had chosen to do so, though. (I'd like her to clarify whether she's discarding or recharging her allies to explore when she's there, because the post just said she was 'using' Gang Enforcer to explore, though there's two different ways to do so right now.)
===================================
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 (#): 1
Turn: 11, Varian/Zalarian
Monsters
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Barriers
CotCT
Barrier 1
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
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.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
Barrier 1
Traits:
Skirmish
Veteran
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 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Weapons
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Spells
CotCT
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 5
When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
On a local check against an Obstacle or Trap barrier, banish to add 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Force
Harrow
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 4
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Armors
CotCT
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* 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.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 1
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Item 0
Traits:
Book
Magic To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
CotCT
Item 0
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Allies
CotCT
Ally 0
Traits:
Arcanist
Human To Acquire:
Charisma
Diplomacy 6
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
CotCT
Ally 1
Traits:
Aristocrat
Human To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
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
Ally 0
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
CotCT
Ally 0
Traits:
Human
Magus To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
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: When you would recharge a Magic boon, discard it instead. To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hour Power: Your Ranged check is blessed.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 15
Blessings Deck
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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 Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely. To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Rakshasa
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.
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 Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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 Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
Location #2: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Quinn/JohnF, Ukuja/Bigguyinblack, None
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Location #3: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Aric/AAUGHWHY, None
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Item 0
Traits:
Alchemical
Plant To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Story Bane 1
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
CotCT
Item 0
Traits:
Instrument To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Weapon 0
Traits:
Bow
Ranged To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
CotCT
Monster 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Location #5: 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: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Reta/PinesAwait, Scourged - POISONED
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
CotCT
Monster 1
Traits:
Human
Rogue
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Core
Ally 0
Traits:
Human
Ranger To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Heggal/kuey, None
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Core
Ally 1
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
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.
Location #7: Abandoned Shacks
Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Varian/Zalarian, None
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
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
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
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.
Location #8: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
CotCT
Ally 1
Traits:
Dwarf
Hireling To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
CotCT
Item 0
Traits:
Accessory
Piercing To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Location #9: 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.
When you explore, 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 ?: 1
Located/Displayed Here: None
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.
| Ukuja the sailor |
The Winged Serpent: When this is the hour: Your Ranged check is blessed.
Ukuja continues looking around the slaughterhouse and is jumped by a Boggard.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
The perfect chance to test out his new spear.
combat 10 revealing Windifisa Spear to use survival: 1d10 + 1d12 + 5 ⇒ (5) + (4) + 5 = 14
Discard Javelin to location power. A bit risky but discard Blessing of the Elements 2 to explore.
And a hungry bear must have wandered in.
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.
Autopass BYA Survival 4 check.
survival 6 +1 to defeat: 1d10 + 4 ⇒ (10) + 4 = 14
Ukuja calms it and befriends it before sending it away for a bit.
Draw cave bear then discard it to location power. Reset hand and end turn. Draw and redisplay Leryn.
Hand: Terbutje, Windifisa Spear, Cloud Puff, Blessing of the Green Faith 2, Dwarf Caiman,
Displayed: Python, Leryn,
Deck: 5 Discard: 7 Buried: 0
"Current Location: Slaughterhouse
Hero Points: 0"
"NOTES:
Available Support: Blessings and Cloud Puff are available for use.Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.
Movement: Move me to the Abandoned Shacks if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Ranged Dexterity +2 "
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
"Divine Wisdom +1 "
"Survival Wisdom +3 "
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: X
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons | Divine
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 (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
| Varian 12789 |
Out of Turn Updates: BotG used during Quinn's turn
Turn Order: Heggal, Quinn, Aric, Reta, Ukuja, Varian
Turn - Hour: 12 - Blessings Deck Card 1 Heggal/kuey
The Big Sky
Hour Rules: At the start of your turn, you may remove 1 of your scourges.
SOT: None
Give Card: None
Move: Due to Dogs and Frogs, moving to Bank of Abadar
"I think it is finally time to use some of my inheritance."
Explore: Bank Of Abadar Card 1: Wand of Acid Burst
Arcane Check DC 6: 1d12 + 2 ⇒ (11) + 2 = 13 Success; Will bury Mind Thrust
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Will recharge Arnisant to explore
"It seems dogs aren't allowed at abandoned shacks but are fine at the bank"
Explore: Bank Of Abadar Card 2: Good Omen
Arcane Check DC 6: 1d12 + 2 ⇒ (7) + 2 = 9 Success; burying Good Omen
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Discarding
The Harrow suit is Keys.
Add 1d4 to Dexterity non-combat checks.
When you play your harrow, you may draw a card and you may give a card to another player.
After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs can then be closing henchmen.
If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.
EOT: End Turn, Recovery, and Reset hand
Summary
Location = Bank of Abadar
Acquired = Wand of Acid Burst, Good Omen
Banished =
Examined =
From Box =
Displayed =
Give: =
Used =
Other =
"
Hand: Fire Snake, Binder's Tome, Knock, Wand of Acid Burst, Spotol (Reta), BotElements,
Displayed:
Deck: 8 Discard: 6 Buried: 3
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).Movement: Will move to first available location listed not occupied; if all occupied then first one
if Ally in hand then Tavern, if no animals in hand then office, then Plaza, then Storehouse, then Slaughterhouse, if item in hand then Bank of Abadar, if no allies in hand then Abandoned ShacksOther: Please bot me if I need to Guard my location!
Recharged: Rapier, Flame Staff, Arnisant,
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
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
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) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
□ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
| Heggal - ACG kuey |
Out of Turn Updates: Nil
Turn Order: Quinn, Aric, Reta, Ukuja, Varian, Heggal
Turn: Turn 13: Hour of Sands of the Hour
SOT: Nil
Give Card: Nil
Move: Move to Location #2: Slaughterhouse
Explore:
Instead of first explore, discard Lookout to Heal Ukuja 1d4 + 1 ⇒ (3) + 1 = 4
Discard Mouse to explore.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Melee DC8: 1d8 + 2 ⇒ (5) + 2 = 7 ==> Banished.
Discard Inflict, Judgement Light. (With little time left, going to clear as much of my deck as possible and hope to bring up blessings and allies.)
End Turn: Reset Hand.
"
Hand: Mace, Fireblade, Sage, Blessing of the Samurai 3, Blessing of the Samurai,
Displayed:
Deck: 11 Discard: 5 Buried: 0
Current Location: #2: Slaughterhouse
Hero Points: 0
XP: 1
Reroll: Yes
NOTES:
Available Support: Use blessings freely, although best to keep them for explore.
Middle of Deck (Unknown Order): Kikko Armor, Cat-o'-Nine-Tails, The Peacock, Banner, Blessing of the Samurai 2, Emissary, Deflect, Portable Ram, Standard Bearer, Heavy Wooden Shield
Recharged: Cure,
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
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) to your check.
Summary: Slaughterhouse: #3 banished
| JohnF-1017 Quinn |
The hour is The Idiot When you fail a check, suffer the scourge Drained
Start of turn: Reveal Helpful Haversack to examine the top card of my deck.
It's a Quartermaster - recharge it
Quinn continue to explore the Slaughterhouse, and finds a Cat
Wisdom 5: 1d8 ⇒ 3 The cat runs off.
(Quinn suffers the scourge Drained)
Discard Standard Bearer to explore again. There's a Giant Fly buzzing around!
Using Sai, and recharging Blowgun to use Knowledge
(I won't ask for a blessing to improve the odds, because defeating it wouldn't get rid of the Fly)
Combat 10: 1d10 + 3 - 1 ⇒ (9) + 3 - 1 = 11 but Quinn defeats it anyway!
The Fly flys off to Storehouse, Tavern, Office, Shack, Bank: 1d5 ⇒ 1 - The Storehouse
End turn. Quinn doesn't have a divine card, so he can't get rid of his scourge.
Reset hand, drawing Thieves' Tools & a Blessing of the Quartermaster
Hand: Sai, Covering Heavy Shield +, Thieves' Tools, Helpful Haversack*, Troubadour*, Blessing of the Quartermaster #2,
Displayed: Leather Armor*,
Deck: 8 Discard: 3 Buried: 1
Current Location: Slaughterhouse
Hero Points: 0
NOTES:
Available Support: Blessings generally available
Other: Starred boons have been updated to the new versions
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
| AAUGHWHY's PFSACG Aric/TRR |
I think I have Shelyn's Song? When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead
The Red Raven stakes out the Storehouse. He sees a Giant Fly bumble it's way in, toppling over some crates and revealing a...
Shuffled Card: 1d12 ⇒ 1
...Zombie. Start of Turn, switch identities to TRR and exchange magnifying glass with Psychic Detective. End of move step examine zombie
The Red Raven swoops in to take it down. Reveal Spring Blade for Melee+1d4+2. Weapon Finesse gives me Melee:DEX+3
Combat 11: 1d10 + 1d4 + 6 ⇒ (2) + (4) + 6 = 12
With the zombie taken care of, The Red Raven sends his clockwork spy out to spy. It reports back with intel of a...
Shuffled Card: 1d11 + 1 ⇒ (3) + 1 = 4
...suit of Leather Armor. The Red Raven goes to try it on.
CON 3: 1d6 ⇒ 6 Immediately display the Leather Armor
It fits nicely and is already dyed a dashing red, how convenient! As he fastens the buckles, his Psychic Detective comes in through the telepathic phone. She reports sightings of...
Shuffled Card: 1d11 + 1 ⇒ (3) + 1 = 4
Shuffled Card: 1d11 + 1 ⇒ (1) + 1 = 2
...A shipment of Balmberries that could be useful.
WIS 6: 1d8 ⇒ 7
He picks up some ripe ones. He can faintly hear Marianix Karn through the tele-phone, she's reminding the psychic detective to tell The Red Raven about the...
Shuffled Card: 1d10 + 2 ⇒ (6) + 2 = 8
...Thug sneaking up behind him! The Red Raven rushes forward, hoping to hide in the network of stacked crates and turn the tables on the sneak attack. Recharge Quick-Change Mask to use Stealth on the BA
Stealth 5: 1d10 + 3 ⇒ (9) + 3 = 12 For the combat,Reveal Spring Blade for Melee+1d4+2. Weapon Finesse gives me Melee:DEX+3. Might as well use the prayer, since I'm going to discard it to close anyway.
Combat 12: 2d10 + 1d4 + 6 ⇒ (6, 5) + (3) + 6 = 20
The thug strolls right past where The Red Raven was waiting and goes down with a swift konk on the head with he pommel of The Red Raven's blade.
Discard hand to close. Move to the Abandoned Shack. End turn
Hand: Blessing of the Spy 2, Patrician's Armor, Masque, Rapier (Finesse),
Displayed: Gambeson, Cockroach Cloak, Clockwork Spy, Leather Armor (Acquired),
Deck: 6 Discard: 7 Buried: 0
Notes:
Current Character: The Red Raven
Kit: Kama, Magnifying Glass, Dandy Brute
Sideboard cards:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card:
Hand Size: 6
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven
Strength d6 [ ] +1 [ ] +2
Dexterity d10 [X] +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
Favored Card:
Hand Size: 4
Proficient with: Light Armors, Weapons
At the start of your turn ([X] or when you examine a card in a location deck), 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 ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
| BR Yewstance |
As mentioned in Discord, the Storehouse is not actually closed; but all of its non-villain cards are banished (including the Giant Fly, thankfully).
Warning: Each character has exactly 2 turns remaining at this point - keep that in mind when taking your turns.
=============================
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 (#): 1
Turn: 15, Reta/PinesAwait
Monsters
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Barriers
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Barrier 0
Traits:
Devil
Dragon
Outsider
Skirmish
To Defeat:
Combat 10
OR Arcane
Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Weapons
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
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:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
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.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* 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.
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Core
Item 0
Traits:
Magic
Object To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
CotCT
Item 0
Traits:
Instrument To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Core
Item 0
Traits:
Tool To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge 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.
Core
Ally 1
Traits:
Acid
Animal To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
CotCT
Ally 0
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Blessings
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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.
Hour Power: On your check, the first item or ally played is played freely.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 10
Blessings Deck
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Rakshasa
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.
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 Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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 Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
Location #2: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Heggal/kuey, Quinn/JohnF, Ukuja/Bigguyinblack, None
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Location #3: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/AAUGHWHY, None
CotCT
Story Bane 1
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Location #5: 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: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Reta/PinesAwait, Scourged - POISONED
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
CotCT
Monster 1
Traits:
Human
Rogue
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Core
Ally 0
Traits:
Human
Ranger To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Core
Ally 1
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
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.
Location #7: Abandoned Shacks
Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
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
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
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.
Location #8: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Varian/Zalarian, None
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
CotCT
Ally 1
Traits:
Dwarf
Hireling To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
CotCT
Item 0
Traits:
Accessory
Piercing To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Location #9: 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.
When you explore, 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 ?: 1
Located/Displayed Here: None
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.
| Reta Bigbad - PinesAwait |
I am poisoned so I'm gonna get rid of a random card.
1d5: 1d5 ⇒ 4
Goodbye extra hand crossbow! You will be missed.
Exploring
Mirror Image
Can't get it. RIP.
Discarding The Rabbit Prince to explore.
Clockwork Servant
Int 6 check, discarding blessing of the Samurai to bless: 2d6 ⇒ (4, 4) = 8
Yes! I have an ally now. Let's hope it doesn't go away from my poisoning.
Resetting hand.
Hand: Clockwork Servant*, Shortbow, Blowgun, Frog, Hand Crossbow (2),
Displayed:
Deck: 6 Discard: 4 Buried: 2
Notes:
Sideboard cards:
Dexterity d10 [ ] +1 [ ] + 2 [ ] + 3 [ ] + 4
Ranged: Dexterity + 2
Consitution: d8 [ ] +1 [ ] + 2 [ ] + 3
Fortitude: Constitution +1
Intelligence d6 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +3
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
When you would discard a weapon for its power, you may recharge it (X or a random other weapon in your discard pile) instead.
On your check with the Finesse trait, you gain the skill Melee: Dexterity + 2
When you defeat a monster, you may bury a card from your hand to examine the top card of your location deck, then you may explore your location
I got my frog! Now I'm good to guard no matter what. Phew. Poisoning.
1d5: 1d5 ⇒ 1
Rip clockwork servant.
Hand: Shortbow, Blowgun, Frog, Hand Crossbow (2),
Displayed:
Deck: 7 Discard: 4 Buried: 2
Notes:
Sideboard cards:
Dexterity d10 [ ] +1 [ ] + 2 [ ] + 3 [ ] + 4
Ranged: Dexterity + 2
Consitution: d8 [ ] +1 [ ] + 2 [ ] + 3
Fortitude: Constitution +1
Intelligence d6 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +3
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
When you would discard a weapon for its power, you may recharge it (X or a random other weapon in your discard pile) instead.
On your check with the Finesse trait, you gain the skill Melee: Dexterity + 2
When you defeat a monster, you may bury a card from your hand to examine the top card of your location deck, then you may explore your location
| Ukuja the sailor |
Irori's Mastery: When this is the hour: On your blessed check, you may reroll any dice showing 1.
"Here. Can't go wrong with more weapons." Pass Heggal Terbutje.
Ukuja is out to loot the city. Leryn scouts the Slaughterhouse while plans are made.
Mercenary No trigger.
The Office might have papers telling of good loot.
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ukuja spends a looong time reading this book. Banished. End turn.
Hand: Javelin, Windifisa Spear, Cloud Puff, Blessing of the Green Faith 2, Torag's Power, Dwarf Caiman,
Displayed: Python, Leryn,
Deck: 7 Discard: 3 Buried: 0
"Current Location: Office
Hero Points: 0"
"NOTES:
Available Support: Blessings and Cloud Puff are available for use.Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Torag's Power: On a Strength or Constitution check, freely discard to bless.
Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.
Movement: Move me to the Abandoned Shacks if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Ranged Dexterity +2 "
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
"Divine Wisdom +1 "
"Survival Wisdom +3 "
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: X
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons | Divine
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 (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
| Varian 12789 |
Out of Turn Updates: None
Turn Order: Heggal, Quinn, Aric, Reta, Ukuja, Varian
Turn - Hour: 17 - Blessings Deck Card 2 Varian/Zalarian The Rakshasa
Hour Rules: On your Charisma check, you may use your Intelligence die instead of the normal die.
SOT: None
Give Card: None
Move: Stay at Bank of Abadar
Explore: Bank Of Abadar Card 1: Spider Venom
Intelligence Check DC 6: 1d12 + 0 ⇒ (11) + 0 = 11 Success; will bury spider venom
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Will discard Spotol to explore
Explore: Bank Of Abadar Card 2: The Dance with Harrow suit bonus
Acrobatics Check DC 4: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3 No Success
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.
Will discard BotElements to explore
Explore: Bank Of Abadar Card 3: Craftsman
Charisma Check using Intelligence Die DC 6 revealing tome and recharging Knock spell for urban check: 1d12 + 1d4 + 1 + 1d4 ⇒ (11) + (1) + 1 + (4) = 17 Success; Will bury Fire Snake
CotCT
Ally 1
Traits:
Dwarf
Hireling To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Will discard craftsman to explore
Explore: Bank Of Abadar Card 4: Spiked Gauntlet
Strength Check DC 4: 1d6 + 0 ⇒ (5) + 0 = 5 Success; will bury spiked Gauntlet
CotCT
Item 0
Traits:
Accessory
Piercing To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
The Harrow suit is Keys.
Add 1d4 to Dexterity non-combat checks.
When you play your harrow, you may draw a card and you may give a card to another player.
After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs can then be closing henchmen.
If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.
EOT: End Turn, Recovery, and Reset hand recharging steal spell
Will display Radovan as soon as able
Summary
Location = Bank of Abadar
Acquired = Spider Venom, Craftsman, Spiked Gauntlet
Banished = The Dance
Examined =
From Box =
Displayed =
Give: =
Used =
Other =
"
Hand: Force Missile, Burning Snot, Binder's Tome, Amadi, Wand of Acid Burst,
Displayed: Radovan,
Deck: 6 Discard: 8 Buried: 6
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Can add 2d4 and force, magic, attack to any combat check
Movement: Will move to first available location listed not occupied; if all occupied then first one
if Ally in hand then Tavern, if no animals in hand then office, then Plaza, then Storehouse, then Slaughterhouse, if item in hand then Bank of Abadar, if no allies in hand then Abandoned ShacksOther: Please bot me if I need to Guard my location!
Recharged: Rapier, Flame Staff, Arnisant, Knock, Steal Book,
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
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
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) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
□ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
| Heggal - ACG kuey |
Out of Turn Updates: Receive Terbutje from Ukuja. (Can't really use it much though since Heggal is not proficient. Yet.)
Turn Order: Quinn, Aric, Reta, Ukuja, Varian, Heggal
Turn: Turn 18: Hour of Prayer
SOT: Nil
Give Card: Nil
Move: Move to Location #7: Abandoned Shacks
Explore:
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
(My understanding of the location power is that I cannot play my allies' powers, but I can still use my power to reveal them for +1d4, since I'm not technically playing them.)
Reveal Sage for +1d4.
Intelligence DC5: 1d4 + 1d4 ⇒ (1) + (2) = 3 ==> Banished
Going to keep both my blessings for the subsequent series of guarding.
End Turn: Discard Terbutje. Reset Hand.
"
Hand: Mace, Fireblade, Sage, Blessing of the Samurai 3, Blessing of the Samurai,
Displayed:
Deck: 11 Discard: 6 Buried: 0
Current Location: #7: Abandoned Shacks
Hero Points: 0
XP: 1
Reroll: Yes
NOTES:
Available Support: Use blessings freely, but keep one for Heggal's guard check later unless you need it urgently.
Middle of Deck (Unknown Order): Blessing of the Samurai 2, Cat-o'-Nine-Tails, Standard Bearer, Emissary, Kikko Armor, Deflect, Heavy Wooden Shield, Banner, The Peacock, Portable Ram
Recharged: Cure,
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
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) to your check.
Summary: Cleared #1 from Abandoned Shacks
| BR Yewstance |
Correct regarding Heggal's power (which is not playing an ally).
========================
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 (#): 1
Turn: 19, Quinn/JohnF
Monsters
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Barriers
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Weapons
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Spells
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
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
Magic To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Armors
CotCT
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Items
CotCT
Item 0
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
Allies
CotCT
Ally 0
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Ally 0
Traits:
Animal
Mount To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Core
Ally 0
Traits:
Hireling
Human To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Core
Ally 0
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
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: 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 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed. To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.
Top of Blessing Discard Pile:
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Remaining: 6
Blessings Deck
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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 Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
Location #2: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Quinn/JohnF, None
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Location #3: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/AAUGHWHY, None
CotCT
Story Bane 1
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Location #5: 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: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Reta/PinesAwait, Scourged - POISONED
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
CotCT
Monster 1
Traits:
Human
Rogue
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Core
Ally 0
Traits:
Human
Ranger To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, None
Core
Ally 1
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
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.
Location #7: Abandoned Shacks
Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Heggal/kuey, None
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
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
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
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.
Location #8: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Varian/Zalarian, None
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Location #9: 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.
When you explore, 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 ?: 1
Located/Displayed Here: None
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.
| JohnF-1017 Quinn |
Quinn will stay at the Slaughterhouse.
He will do nothing this turn except reset his hand, discarding three cards (Sai, Covering Heavy Shield, Helpful Haversack), and drawing Sage's Journal, Wandermeal, and Blessing of the Quartermaster #3
Hand: Sage's Journal*, Thieves' Tools, Wandermeal, Troubadour*, Blessing of the Quartermaster #2, Blessing of the Quartermaster #3,
Displayed: Leather Armor*,
Deck: 5 Discard: 6 Buried: 1
Current Location: Slaughterhouse
Hero Points: 0
NOTES:
Available Support: Blessings generally available
Other: Starred boons have been updated to the new versions
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
| Heggal - ACG kuey |
Out of Turn Updates:
On Aric's turn, guarding Location #7: Abandoned Shacks.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Reveal Sage for +1d4. Discard Blessing of the Samurai for +1d10.
Diplomacy DC6+1: 1d10 + 2 + 1d4 + 1d10 ⇒ (6) + 2 + (2) + (2) = 12
Location #7: Abandoned Shacks guarded!
"
Hand: Mace, Fireblade, Sage, Blessing of the Samurai 3,
Displayed:
Deck: 11 Discard: 7 Buried: 0
Current Location: #7: Abandoned Shacks
Hero Points: 0
XP: 1
Reroll: Yes
NOTES:
Available Support: Use blessings freely.
Middle of Deck (Unknown Order): The Peacock, Heavy Wooden Shield, Banner, Kikko Armor, Cat-o'-Nine-Tails, Standard Bearer, Portable Ram, Deflect, Blessing of the Samurai 2, Emissary
Recharged: Cure,
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
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) to your check.
| AAUGHWHY's PFSACG Aric/TRR |
Hour Power: Incitation No Effect. Also my hand reset reflected my assumed movement to another location. My hand should have been this due to the location effect:
Hand: Blessing of the Spy 2, Patrician's Armor, Masque, Rapier (Finesse), The Juggler (Harrow),
Displayed: Gambeson, Cockroach Cloak, Clockwork Spy, Leather Armor (Acquired),
Deck: 5 Discard: 7 Buried: 0
Notes:
Current Character: The Red Raven
Kit: Kama, Magnifying Glass, Dandy Brute
Sideboard cards:
Start of turn, switch to Aric. Forfeiting my free explore to instead discard Blessing of the Spy to examine then explore, adding an extra die to checks
The sound of the tussle attracts reinforcements and The Red Raven sees Card 1: Verik Vancaserkin approaching. He throws down a cloud of dust to cover his escape! Requesting that Ukuja use his Cloud Puff to let me avoid the BA after the guard checks happen
"Oooh... That's gonna hurt in the morning..." Aric says, "coincidentally" stumbling upon Verik trying to slap his fellow gang member awake. "And really? Of all the gangs in Korvosa, you picked the Cow-Hammer Boys? These guys are a bunch of jokers, and its not a good look; you can do better than that. Have you heard of the Pathfinder Society? They're like a gang but they only sometimes do illegal things" Aric keeps stalling for time until he gets the signal from his teammates.
Now the guards happen. Reta, Quinn and Varian all do their respective actions. Heggal has already made the check. Ukuja uses a blessing and reveals his caiman on his check.
Fort 6: 3d6 + 2 ⇒ (6, 3, 3) + 2 = 14
For my check, I get +1 die from Blessing of the Spy. Someone plays a blessing for another die. I reveal my Patrician's Armor for +1. Evidence adds 1d8
Diplo 11: 3d10 + 1d8 + 5 ⇒ (8, 8, 4) + (3) + 5 = 28
"Anyway, enough talking. We have a warrant for your arrest and you're surrounded. I suggest you surrender. There's rumors of red-masked enforcer hanging about; he doesn't sound like someone I'd want to meet...
That should be a win!
| BR Yewstance |
COMPLETED SCENARIO 1A: A CITY GONE MAD
TIER PROGRESSION:
All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
Ukuja, Heggal, Varian, Reta, Quinn -> Tier 1, 2XP
Aric -> Tier 1, 6XP (Feats capped) Aric must now Tier-Up to Tier 2. I've assumed he didn't Tier up last game, because he made no mention of doing so.
SCENARIO REWARD:
DEVELOPMENT:
“Wait just a hellspawned minute!” says Sergeant Vancaskerkin as he struggles against your handcuffs. “What do you mean my associates have been murdering people and disposing of the bodies in my—” Then you see a once-proud member of the Korvosan Guard lose his lunch.
Dragged before Field Marshal Cressida Kroft, Vancaskerkin is court-martialed and demoted for his actions. This show of authority has a curious effect on the rank and file: they are suddenly inspired to keep law and order in their hometown. With that, the riots cool from the boiling point to a mere simmering threat. An uneasy peace covers Korvosa, as if everyone is waiting for whatever happens next.
A noble named Amin Jalento has words for you. During the riots, you saved him from a crowd of fervent revolutionaries. “Korvosa needs more citizens like you,” he says. “People who will uphold the right of people to be rich if that’s where their circumstances take them.”
Uh-huh. Maybe these rioters aren’t so far off the mark after all.
“Wait just a hellspawned minute!” cries Sergeant Vancaskerkin as Quinn expertly announces the precise crimes and details thereof that the Sergeant is complicit in. “What do you mean my associates have been murdering people and disposing of the bodies in my—” Then you see a once-proud member of the Korvosan Guard lose his lunch.
Dragged before Field Marshal Cressida Kroft, Vancaskerkin is court-martialed and demoted for his actions. This show of authority has a curious effect on the rank and file: they are suddenly inspired to keep law and order in their hometown. With that, the riots cool from the boiling point to a mere simmering threat. An uneasy peace covers Korvosa, as if everyone is waiting for whatever happens next.
A noble named Amin Jalento has words for Varian, in whom he sees something of a kindred spirit. During the riots, you saved him from a crowd of fervent revolutionaries. “Korvosa needs more citizens like you,” he says. “People who will uphold the right of people to be rich if that’s where their circumstances take them.”
Ukuja shakes his head, easily overhearing the conversation. Maybe these rioters aren’t so far off the mark after all.
With the job done, Heggal is the first to suggest that the party celebrate. "Drinks are on me!" announces the cleric, insisting the party join him for a night at the nearest tavern.
ACQUIRED CARDS:
Mouse (Ally 0)
Horse (Ally 0)
Craftsman (Ally 1)
Clockwork Servant (Ally 1)
Gang Enforcer (Ally 1)
Leather Armor (Armor 0)
Covering Heavy Shield (Armor 1)
Prayer (Blessing 0)
The Locksmith (Blessing 1)
Torag's Power (Blessing 1)
Plague Mask (Item 0)
Flame Staff (Item 0)
Spiked Gauntlet (Item 0)
Spider Venom (Item 0)
Balmberry (Item 0)
Wand of Acid Burst (Item 1)
Mist Horn (Item 1)
Deflect (Spell 0)
Knock (Spell 1)
Good Omen (Spell 1)
Sword Cane (Weapon 0)
Elven Curve Blade (Weapon 1)
| BR Yewstance |
SCENARIO 1B: THE AMBASSADOR'S SECRET
Field Marshal Cressida Kroft introduces you as her prize new recruits to Korvosa’s most renowned teacher of swordplay, Vencarlo Orisini. “Master Orisini has come across some troubling news about the ambassador from Cheliax. If we don’t act, Cheliax may take advantage of our city’s turmoil to declare sanctions, embargoes, or even war.”
“Aye, ’tis true!” Master Orisini smiles and deftly alights in a chair across from you. “Perhaps you have heard of this ambassador, a sullen fop named Darvayne Gios Amprei?”
You have not, and you tell him so.
“More’s the value of being you! I, it is sad to note, have not been so fortunate. I have been across the table from Ambassador Amprei far too often. It is among the lowest of my accomplishments.
“Amprei’s public disdain for Korvosa is well documented, but secretly, he harbors great desire to control our city. He wants to wreck our economy from within so that he can buy up devalued properties from desperate landholders. He conspires with a rotter named Devargo Barvasi, a crime lord known colloquially as the King of Spiders. They say he controls a vast web of illicit activities from his base at Eel’s End. A few say he animates the very dream spiders of Korvosa’s sewers, though others claim this is mere fiction. Then again, I’ve found that the most fantastical of legends are often the truest!”
Eel’s End is a section of Korvosa’s docks named for a warship permanently moored at the pier. Vencarlo describes how the King of Spiders has infested the ship and four other vessels surrounding it, crafting a waterborne den of iniquity.
“We need evidence,” says Marshal Kroft. “We can’t just barge in there and burn the place to the ground. Our ambassador might have a contemptible demeanor, but he’s still an envoy from abroad. Our case against him must be more watertight than the Eel’s End itself. As for Devargo, he can drown in the bay.”
“So be it!” shouts Vencarlo. “Come. I will take you to the borders of Old Korvosa, where my fencing studio lies. From there it is but a skip to the piers. If anyone threatens my beloved hometown, they shall suffer today!”
SETUP:
LOCATIONS:
Base
1 Den of Iniquity
1 Spider Nest
2 Boat
3 Tavern
4 Docks
5 River
6 Repository
THREAT LIST:
DURING THIS SCENARIO:
================================================
HARROWING:
All die results correspond to the Harrow Blessings listed on the Harrow Blessings reference sheet. Blessings that have been given to another player are skipped when counting up.
Varian's Harrow: 1d10 ⇒ 10 -> The Real Rabbit Prince
Aric's Harrow: 1d9 ⇒ 3 -> The Crows
Heggal's Harrow: 1d8 ⇒ 7 -> The Peacock
Ukuja's Harrow: 1d7 ⇒ 6 -> The Locksmith
Quinn's Harrow: 1d6 ⇒ 2 -> The Cricket
Reta's Harrow: 1d5 ⇒ 2 -> The Dance
| BR Yewstance |
So the trick is here that you don't actually need to close any location at all - you just need to dig for and display the Evidences.
You have an extremely positive scenario power to help you out, though - you can constantly examine cards and move them to other locations. I recommend moving banes off to a location where you've already found an Evidence (or a location you otherwise want to ignore), and moving boons off to a location where a preferred party member can go for them (or 'junk' them with the banes if they're of no use). Remember you cannot move cards to the Base.
Of course, examining the Evidences makes your job of displaying them much easier. Sticking with Quinn might make your job easier if he's willing to bury an item to give you +1d8+2 to your checks against Evidence (it turns out Investigators are good at finding Evidence; who knew?).
==================================
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 (#): 1
Turn: 0, Aric/AAUGHWHY
Monsters
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
CotCT
Monster 1
Traits:
Human
Rogue
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Barriers
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Barrier 0
Traits:
Devil
Dragon
Outsider
Skirmish
To Defeat:
Combat 10
OR Arcane
Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Weapons
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 0
Traits:
Bludgeoning
Finesse
Melee
Staff To Acquire:
Strength
Melee
Stealth 6
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
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.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Items
CotCT
Item 0
Traits:
Accessory
Piercing To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
CotCT
Item 1
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
CotCT
Item 0
Traits:
Accessory To Acquire:
Intelligence
Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Allies
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
CotCT
Ally 1
Traits:
Healing
Vermin To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
CotCT
Ally 0
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
CotCT
Ally 1
Traits:
Human
Rogue To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
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.
Top of Blessing Discard Pile:
Traits: To Acquire:
Blessings Remaining: 0
[b]Blessings Deck
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: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Location #3: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
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: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Location #7: 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 ?: 2
Located/Displayed Here: None
Location #8: 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.
When you explore, 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 ?: 2
Located/Displayed Here: None
| Ukuja the sailor |
Starting location Spider Nest. Favored card weapon. Cohorts are Leryn and Python.
Hand: Hatchet, Blessing of the Elements 1, Crow, Blessing of the Green Faith 2, Cure, Cloud Puff, Call Animal, The Locksmith,
Displayed: Python, Leryn,
Deck: 8 Discard: 0 Buried: 0
"Current Location: Spider Den
Hero Points: 0"
"NOTES:
Available Support: Blessings and Cloud Puff are available for use.Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
The Locksmith: On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice.
Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.
Movement: Move me to the River if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Ranged Dexterity +2 "
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
"Divine Wisdom +1 "
"Survival Wisdom +3 "
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons | Divine
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 (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
At the beginning of Reta's turn Ukuja casts Call Animal for Fire Gecko.
Ukuja attempts to recover all cards in their Recovery pile.
Call Animal: Ukuja 6: 1d10 + 2 ⇒ (8) + 2 = 10 -> Call Animal recharged.
Hand: Hatchet, Blessing of the Elements 1, Crow, Blessing of the Green Faith 2, Cure, Cloud Puff, Fire Gecko, The Locksmith,
Displayed: Python, Leryn,
Deck: 8 Discard: 0 Buried: 0
"Current Location: Spider Den
Hero Points: 0"
"NOTES:
Available Support: Blessings and Cloud Puff are available for use.Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
The Locksmith: On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice.
Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.
Movement: Move me to the River if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Ranged Dexterity +2 "
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
"Divine Wisdom +1 "
"Survival Wisdom +3 "
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons | Divine
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 (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
| Varian 12789 |
Varian - CotCT-1B The Ambassador's Secret
Starting Location Boat
Loot
Will put Spellbook into box and put Zellara's Harrow Deck into deck
Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
Will display Radovan on turn 1 after SOT
Hand: The Real Rabbit Prince (Harrow), Rapier, Fire Snake, Burning Snot, Arnisant, Thieves' Tools, Force Missile,
Displayed: Radovan,
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Can add 2d4 and force, magic, attack to any combat check
can add 1d4 and fire to local combat
Movement: Will move to location of Quinn if he is at an urban location, otherwise will move as follows:
Tavern, Docks, Den of Iniquity, Base
Other: Please bot me if I need to Guard my location!
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
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
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) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
□ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
| AAUGHWHY's PFSACG Aric/TRR |
Starting Character: Aric
Starting Location: Wherever we decide to stick together at (sticking together was the plan, right?)
Here's my starting "Hand." IDK what location we're at so IDK what I should put in my kit yet. Once my kit is made, I'll add my Harrow to my hand
Hand: Spyglass, Quick-Change Mask, Psychic Detective, Patrician's Armor, Blessing of Abadar, Captain's Cutlass (Finesse), Blessing of the Ancients, Rapier (Finesse), Blessing of the Spy,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Current Character: Aric
Kit:
Sideboard cards:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card:
Hand Size: 6
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven
Strength d6 [ ] +1 [ ] +2
Dexterity d10 [X] +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
Favored Card:
Hand Size: 4
Proficient with: Light Armors, Weapons
At the start of your turn ([X] or when you examine a card in a location deck), 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 ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
| BR Yewstance |
If anyone wishes to start anywhere besides the Boat, they may yet do so.
======================
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 (#): 1
Turn: 1, Reta/PinesAwait
Monsters
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Barriers
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
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 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Weapons
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
CotCT
Weapon 0
Traits:
Bludgeoning
Finesse
Melee
Staff To Acquire:
Strength
Melee
Stealth 6
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Melee
Sword To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Spells
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 5
When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
On a local check against an Obstacle or Trap barrier, banish to add 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
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.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 1
Traits:
Instrument
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Core
Item 0
Traits:
Alchemical
Plant To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Core
Item 1
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Allies
Core
Ally 0
Traits:
Animal
Mount To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
CotCT
Ally 0
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Ally 0
Traits:
Human
Medium To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Blessings
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: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
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.
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.
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.
Hour Power: No effect.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 29
Blessings Deck
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 Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
The Marriage
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.
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.
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.
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.
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.
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.
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.
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.
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 Rakshasa
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed. To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
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.
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 Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
The 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.
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: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Ally 0
Traits:
Arcanist
Human To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Core
Ally 1
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Accessory
Magic To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
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
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
CotCT
Ally 0
Traits:
Human
Trigger To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Location #3: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Aric/AAUGHWHY, Heggal/kuey, Quinn/JohnF, Reta/PinesAwait, Ukuja/Bigguyinblack, Varian/Zalarian, None
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Henchman 0
Type:
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
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Ally 1
Traits:
Aristocrat
Human To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
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: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Ally 1
Traits:
Human
Trigger To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Item 0
Traits:
Instrument To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
CotCT
Ally 1
Traits:
Cleric
Halfling To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
CotCT
Ally 1
Traits:
Devil
Outsider To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
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.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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
Ally 0
Traits:
Human
Magus To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
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
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Location #7: 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 ?: 2
Located/Displayed Here: None
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* 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.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 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
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Story Bane 1
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Location #8: 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.
When you explore, 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 ?: 2
Located/Displayed Here: None
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 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.
| Heggal - ACG kuey |
Will start at the Boat with everyone else.
"
Hand: Katana +1, Inflict, Kikko Armor, Sage, Blessing of the Samurai 2, The Peacock,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: #3: Boat
Hero Points: 0
XP: 2
Reroll: Yes
NOTES:
Available Support: Use blessings freely.
Middle of Deck (Unknown Order): Blessing of the Samurai 3, Portable Ram, Emissary, Banner, Judgement Light, Standard Bearer, Heavy Wooden Shield, Fireblade, Lookout, Cat-o'-Nine-Tails, Blessing of the Samurai
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
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) to your check.
| Reta Bigbad - PinesAwait |
I'll will hop into the boat!
Hand: Shortbow, Blowgun, Falcon, Potion of Healing, Blood Periapt, The Dance*,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Feel free to use the dance.
Sideboard cards:
Dexterity d10 [x] +1 [ ] + 2 [ ] + 3 [ ] + 4
Ranged: Dexterity + 2
Consitution: d8 [ ] +1 [ ] + 2 [ ] + 3
Fortitude: Constitution +1
Intelligence d6 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +3
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
When you would discard a weapon for its power, you may recharge it (X or a random other weapon in your discard pile) instead.
On your check with the Finesse trait, you gain the skill Melee: Dexterity + 2
When you defeat a monster, you may bury a card from your hand to examine the top card of your location deck, then you may explore your location
| Reta Bigbad - PinesAwait |
Hour: No effect.
Reta hops into the boat, a little confused as to why she's being trusted to find all of this evidence... As she ponders this her eyes find a large Bloodbug on her arm.
"Thats MY blood! Get your own!"
combat 11, using my shortbow and discarding my blowgun to add 1d4 + the poison trait: 1d10 + 3 + 1d6 + 1d4 ⇒ (3) + 3 + (1) + (1) = 8
Reta found it difficult to aim both her shortbow and blowgun at the bug currently guzzling her blood. By the time it flew away she had missed her attacks, and was left feeling a bit drained.
Using my Blood Periapt to reduce damage by 3, seeing if I can recharge instead of discarding.
Fort 6: 1d8 + 1 ⇒ (1) + 1 = 2
Discarding the periapt
I am now Wounded. I'll just use my potion of healing now to get rid of it.
Banishing healing potion.
I think I'll end it there. That wasn't fantastic.
Hand: Shortbow, Hand Crossbow (2), Falcon, Xoff, Gambeson, The Dance*,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Feel free to use the dance.
Sideboard cards:
Dexterity d10 [x] +1 [ ] + 2 [ ] + 3 [ ] + 4
Ranged: Dexterity + 2
Consitution: d8 [ ] +1 [ ] + 2 [ ] + 3
Fortitude: Constitution +1
Intelligence d6 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +3
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
When you would discard a weapon for its power, you may recharge it (X or a random other weapon in your discard pile) instead.
On your check with the Finesse trait, you gain the skill Melee: Dexterity + 2
When you defeat a monster, you may bury a card from your hand to examine the top card of your location deck, then you may explore your location
| BR Yewstance |
Yeah, Reta hasn't been having good luck with combat rolls this adventure.
I was also initially confused as to why you didn't use your power to recharge the Blowgun, then remembered that as long as a weapon is in your discard pile you can 'discard' a weapon from your hand without actually discarding it.
===============================
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 (#): 1
Turn: 2, Ukuja/Bigguyinblack
Monsters
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 10
THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Barriers
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 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.
Weapons
Core
Weapon 0
Traits:
Bow
Ranged To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Spells
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Mental To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
CotCT
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
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.
Items
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
CotCT
Item 0
Traits:
Accessory To Acquire:
Intelligence
Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Object To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Allies
Core
Ally 0
Traits:
Human
Ranger To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Ally 0
Traits:
Hireling
Human To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
CotCT
Ally 1
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Blessings
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 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 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 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 28
Blessings Deck
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
The Marriage
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.
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.
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.
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.
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.
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.
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.
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.
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 Rakshasa
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed. To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
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.
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 Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
The 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.
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: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Ally 0
Traits:
Arcanist
Human To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Core
Ally 1
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Accessory
Magic To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
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
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
CotCT
Ally 0
Traits:
Human
Trigger To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Location #3: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Aric/AAUGHWHY, Heggal/kuey, Quinn/JohnF, Reta/PinesAwait, Ukuja/Bigguyinblack, Varian/Zalarian, (Bloodbug)
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
CotCT
Ally 1
Traits:
Aristocrat
Human To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Henchman 0
Type:
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
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
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: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Ally 1
Traits:
Human
Trigger To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Item 0
Traits:
Instrument To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
CotCT
Ally 1
Traits:
Cleric
Halfling To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
CotCT
Ally 1
Traits:
Devil
Outsider To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
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.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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
Ally 0
Traits:
Human
Magus To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
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
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Location #7: 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 ?: 2
Located/Displayed Here: None
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* 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.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 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
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Story Bane 1
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Location #8: 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.
When you explore, 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 ?: 2
Located/Displayed Here: None
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 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.
| JohnF-1017 Quinn |
Quinn will start at the Boat along with everybody else
Why the Boat? it has more banes than the Tavern or Den, but less banes than the Spider Nest
Hand: Sai, Leather Armor*, Investigator's Lamp, Sage's Journal*, Troubadour*, Blessing of the Quartermaster #1, The Cricket (Harrow),
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Boat
Hero Points: 0
NOTES:
Available Support: Blessings generally available
Other: Starred boons have been updated to the new versions
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
| Ukuja the sailor |
Cayden Cailean's Revelry: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Leryn sniffs around the boat and finds some Evidence. Ukuje checks it out.
Recharging Quinn's BotQ.
Story Bane Barrier 1
Intelligence
Wisdom
Knowledge
Perception
10+#
Task
Trigger
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Perception 10 +1 recharging Quinn's BotQ and aided by the examine trigger: 2d10 + 1d8 + 3 ⇒ (1, 3) + (5) + 3 = 12
Ukuja sets aside some papers for later. Then everyone hops into a boat and heads to the Den Of Iniquity for drinks. We get undead instead.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Ukuja faces random undead: 1d3 ⇒ 1 Ancient Skeleton
Recharge Cure to BYA effect. Recharging Heggal's Blessing of the Samurai.
combat 11 +2 revealing Hatchet to use Survival, revealing Fire Gecko, Recharging Heggal's Blessing of the Samurai: 2d10 + 1d6 + 1d4 + 4 ⇒ (2, 9) + (3) + (3) + 4 = 21
We wanted to stay together so there is no other occupied location. Discard Crow to explore.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
No doubt the armor Ukuja finds on the floor is riddled with bugs. Banished. Discard Blessing of the Elements 1 to explore.
Core
Ally 0
Traits:
Arcanist
Human To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Since this is another source of examining I'm going to Discard Reta's Harrow The Dancer. Reta may draw a card and may hand a card to another character.
Ukuja asks the Sage to dance.
diplomacy 4 aided by The Dance: 3d4 ⇒ (3, 1, 2) = 6
The Sage is impressed with the sick moves and agrees to show Ukuja around.
Discard Sage to examine the next card then I may explore.
Core
Ally 1
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Hate to banish an ally 1 but I have a very low chance of acquiring it and it is blocking examines. Explore then Banished.
Ukuja backs away. "I... appreciate the offer but I just wanted to dance. This isn't my scene."
Hand: Hatchet, Cloud Puff, Fire Gecko, Blessing of the Green Faith 2, The Locksmith, Dwarf Caiman, Windifisa Spear,
Displayed: Python, Leryn,
Deck: 7 Discard: 3 Buried: 0
"Current Location: Den Of Iniquity
Hero Points: 0"
"NOTES:
Available Support: Blessings and Cloud Puff are available for use.Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
The Locksmith: On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice.
Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.
Movement: Move me to the River if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Ranged Dexterity +2 "
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
"Divine Wisdom +1 "
"Survival Wisdom +3 "
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons | Divine
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 (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Examine top card using scenario power. Mace. Put it on top of Boat.
| AAUGHWHY's PFSACG Aric/TRR |
Since we started at the boat, this is what my hand would have been/still is
Hand: Spyglass, Psychic Detective, Patrician's Armor, Blessing of Abadar, Captain's Cutlass (Finesse), Blessing of the Ancients, The Crows (Harrow),
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Ancients: discard to bless
Current Character: Aric
Kit: Quick-Change Mask, Rapier, Blessing of the Spy
Sideboard cards:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card:
Hand Size: 6
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven
Strength d6 [ ] +1 [ ] +2
Dexterity d10 [X] +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
Favored Card:
Hand Size: 4
Proficient with: Light Armors, Weapons
At the start of your turn ([X] or when you examine a card in a location deck), 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 ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
| Varian 12789 |
Out of Turn Updates: None
Turn Order: Reta, Ukuja, Varian, Heggal, Quinn, Aric
Turn - Hour: 3 - Blessings Deck Card 1 Varian/Zalarian
The Theater
Hour Rules: At the start of your turn, examine the top card of your location (Den Of Iniquity Card 6: Spyglass) ; you may (and will) encounter it. Will recharge Burning Snot for Urban ability
Perception Check DC 6: 1d6 + 1 + 1d4 + 1 ⇒ (6) + 1 + (4) + 1 = 12 Success
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
SOT: None
Will Discard Spyglass to examine next 2 cards and order as follows:
Den Of Iniquity Card 7: Henchman Proxy B4 Evidence TRIGGER
Den Of Iniquity Card 8: Giant Toad
Will recharge Thieve's tools for urban ability
Perception Check DC 10+1=11: 1d6 + 1 + 1d8 + 1d4 + 1 ⇒ (2) + 1 + (7) + (4) + 1 = 15 Success
Story Bane Barrier 1
Traits
Task
Trigger
Check
Intelligence
Wisdom
Knowledge
Perception
10+#
Powers
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
"I paid good money to make sure that spyglass was where I wanted it..except I completely forgot I did that...oh well, be seeing you! I am off to get a snifter of the finest brandy in town with a gentleman explorer..do come by should you wish to try it"
Give Card: None
Move: Den of Iniquity -> Tavern
Explore: Tavern Card 1: Gentleman Explorer. Will recharge Force Missile for urban check
Knowledge Check DC 5: 1d12 + 2 + 1d4 + 1 ⇒ (7) + 2 + (3) + 1 = 13 Auto Success
CotCT
Ally 1
Traits:
Human
Trigger To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore
Note - honestly not sure if tavern ability allows me to recharge and use his explore ability..if I have to discard to get examine would definitely do that
Will Discardrecharge Gentleman Explorer to examine and may explore - Tavern Card 2: Boggart - will not explore
EOT: End Turn, Recovery, and Reset hand
May examine top card of location (Tavern Card 2: Boggart)
Will then put as top of location Dock
The Harrow suit is Keys.
Add 1d4 to Dexterity non-combat checks.
When you play your harrow, you may draw a card and you may give a card to another player.
At the end of your turn, you may examine the top card of your location, then put that card on top of a location.
When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.
Summary
Location = Tavern
Acquired = Spyglass, Gentleman Explorer
Banished =
Examined = evidence, Boggart
From Box =
Displayed = Evidence from Den of Iniquity
Give: =
Used =
Other = Boggart from Tavern is top card of Docks
"
Hand: Rapier, Fire Snake, Arnisant, The Real Rabbit Prince (Harrow), Zellara's Harrow Deck, Steal Book, Amadi,
Displayed: Radovan,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
can use steal book for book or spell
Movement: Will move to location of Quinn if he is at an urban location, otherwise will move as follows:
Tavern, Docks, Den of Iniquity, Base
Other: Please bot me if I need to Guard my location!
Recharged: Burning Snot, Thieves' Tools, Force Missile, Gentleman Explorer,
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
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
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) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
□ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
| Varian 12789 |
On Heggal's turn after hour and SOT will use Harrow deck and put in following order:
Tavern Card 4: Henchman Proxy B6 TRIGGER
Tavern Card 5: War Drum
Tavern Card 3: Allip
Will recharge Fire Snake for Urban assistance
Knowledge Check DC 10+1=11: 1d12 + 2 + 1d8 + 1d4 + 1 ⇒ (3) + 2 + (5) + (3) + 1 = 14 Success
Story Bane Barrier 1
Traits
Task
Trigger
Check
Intelligence
Wisdom
Knowledge
Perception
10+#
Powers
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Evidence from Tavern is displayed
During recovery of Heggal's turn, Deck will be discarded
"
Hand: Rapier, Steal Book, Arnisant, Amadi, The Real Rabbit Prince (Harrow),
Displayed: Radovan,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
can use steal book for book or spell
Movement: Will move to location of Quinn if he is at an urban location, otherwise will move as follows:
Tavern, Docks, Den of Iniquity, Base
Other: Please bot me if I need to Guard my location!
Recharged: Burning Snot, Thieves' Tools, Force Missile, Gentleman Explorer, 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
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
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) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
□ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
| Heggal - ACG kuey |
Evidences found from: Boat, Den Of Iniquity, Tavern
Out of Turn Updates:
On Ukuja's turn, recharge Blessing of the Samurai 2
Turn Order: Reta, Ukuja, Varian, Heggal, Quinn, Aric
Turn: Turn 3: Hour of The Marriage
SOT: Varian takes his Deck of Harrows actions
Give Card: Nil
Move: Move to Location #6: River
Explore:
Display Kikko Armor
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Reveal Sage for +1d4+1.
Intelligence DC6: 1d4 + 1d4 + 1 ⇒ (4) + (4) + 1 = 9 ==> Acquired
Will keep this to give to someone who can use it better, e.g. Quinn.
End Turn: Reset Hand.
"
Hand: Katana +1, Inflict, Spider Venom, Sage, The Peacock,
Displayed: Kikko Armor,
Deck: 12 Discard: 0 Buried: 0
Current Location: #6: River
Hero Points: 0
XP: 2
Reroll: Yes
NOTES:
Available Support: Peacock recharges to bless checks that didn't play boons.
Middle of Deck (Unknown Order): Fireblade, Lookout, Blessing of the Samurai, Portable Ram, Standard Bearer, Banner, Heavy Wooden Shield, Blessing of the Samurai 3, Judgement Light, Cat-o'-Nine-Tails, Emissary
Recharged: Blessing of the Samurai 2,
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
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) to your check.
Location #6: River: acquired Card #1
| Varian 12789 |
Note: the boggart should be placed on top of boat and not dock.. accidentally got the 2 nautical locations mixed up.
| BR Yewstance |
As mentioned in Discord...
Sage was misplayed.
Heggal missed his beneficial hour-power.
Heggal missed his end-of-turn examine.
In the interest of keeping the game going, I'm going to have to leave all of those as-is for now, at least. If you want me to give Heggal another chance to use the two beneficial powers he missed, I'd have to ask that you hold on taking Quinn's turn for now, but I generally have a preference for keeping the game going at a good pace.
As kuey's given permission, you may bot either or both of Heggal's missed actions if you wish. (Though any acquired ally would probably have to be discarded due to hand size limitations.)
===================================================
During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Evidences Displayed: 3
Scenario Level (#): 1
Turn: 5, Quinn/JohnF
Monsters
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Barriers
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Barrier 0
Traits:
Devil
Dragon
Outsider
Skirmish
To Defeat:
Combat 10
OR Arcane
Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
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.
Weapons
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; 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, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 0
Traits:
Bludgeoning
Finesse
Melee
Staff To Acquire:
Strength
Melee
Stealth 6
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Spells
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
CotCT
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
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.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
CotCT
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Item 1
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
CotCT
Item 0
Traits:
Book
Magic To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Core
Item 0
Traits:
Object To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Allies
Core
Ally 0
Traits:
Animal
Mount To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Ally 0
Traits:
Bard
Human To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
CotCT
Ally 0
Traits:
Animal To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
CotCT
Ally 1
Traits:
Dwarf
Hireling To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Blessings
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: 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.
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.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hour Power: On your non-Attack combat check, add 1.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 25
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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 Rakshasa
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed. To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
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.
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 Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
The 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.
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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/AAUGHWHY, Quinn/JohnF, Reta/PinesAwait, Ukuja/Bigguyinblack, None
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Accessory
Magic To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: (Evidence)
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
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
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
CotCT
Ally 0
Traits:
Human
Trigger To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Location #3: 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: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: (Bloodbug)
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
CotCT
Ally 1
Traits:
Aristocrat
Human To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Henchman 0
Type:
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
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Varian/Zalarian, None
CotCT
Item 0
Traits:
Instrument To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
Ally 1
Traits:
Cleric
Halfling To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
CotCT
Ally 1
Traits:
Devil
Outsider To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: (Evidence)
CotCT
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
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.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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
Ally 0
Traits:
Human
Magus To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Heggal/kuey, (Evidence)
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
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Location #7: 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 ?: 2
Located/Displayed Here: (Evidence)
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* 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.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 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
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Story Bane 1
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Location #8: 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.
When you explore, 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 ?: 2
Located/Displayed Here: None
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 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.
| JohnF-1017 Quinn |
At the end of his turn, Heggal examines the top card of the River, finding a Labyrinth. He moves it to the Boat.
Quinn does not use his Start-of-Turn examine power; we already know the top card of his location.
He then displays his Leather Armor, and moves to the River to join Heggal.
He will play his Inquisitor's Lamp to examine the top three cards of the location deck.
They are a Hell Hound, some Spiked Half-Plate (an Armor 1), and a Zombie
No barriers, and no triggers, so he replaces the cards with the Zombie on top, the armor second, and the Hell Hound 3rd. As Quinn is an Investigator, the Lamp recharges.
Quinn then explores, encountering the Zombie.
Using the Sai, recharging the Sages Journal to use Knowledge, and discarding The Cricket to bless:
Combat 9+##=11: 1d10 + 2 + 1d4 + 1d10 ⇒ (6) + 2 + (4) + (4) = 16 - the Zombie is defeated.
(as Quinn played his Harrow, he draws a card - his Thieves' Tools.)
Playing Troubadour to explore again, Quinn encounters the Half-Plate.
As nobody took an Armor 1 last time, and even if blessed Quinn would have less than a 50% chance of acquiring it, Quinn lets this go
Quinn now ends his turn. He uses the scenario-granted end-of-turn examine to move the Hell Hound to the Boat, and then uses his own end-of-turn examine to investigate the top card of his location - Henchman (Proxy A)
Finally Quinn resets his hand, drawing his Helpful Haversack, Quartermaster, Wandermeal, and Blessing of Kofusachi (Yes!!)
At the start of the next turn Quinn will play his Blessing of Kofusachi to search his deck for his Investigator's Lamp and draw it. The following hand update includes that
Hand: Sai, Helpful Haversack*, Investigator's Lamp, Thieves' Tools, Wandermeal, Quartermaster,
Displayed: Leather Armor*,
Deck: 7 Discard: 3 Buried: 0
Current Location: River
Hero Points: 0
NOTES:
Available Support: Blessings generally available
Other: Starred boons have been updated to the new versions
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
| AAUGHWHY's PFSACG Aric/TRR |
Hour is Orison: No Effect
Aric slinks off away from the den; its unbecoming of a proper high-society citizen to be seen there. A few minutes later, there's a flash of red at the Spider Nest. Start of turn, switch to TRR. Move to Spider Nest and examine top card: Armored Coat
The Red Raven spots an Card 1: Armored Coat caught in the webs.
CON 3: 1d6 ⇒ 3
It looks like it fits and the previous owner probably got away and left it behind, right? Display Armored Coat
The Red Raven's Psychic detective comes through on the tele-phone: the puddle he was about to step into is secretly a Card 1:[ooc] Swamp Ooze! [ooc]Play Psychic Detective to examine then explore. For the Combat, Reveal Captain's Cutlass for Melee+1d6+1. Weapon Finesse gives me Melee:DEX+3
Combat 9: 1d10 + 1d6 + 5 ⇒ (1) + (3) + 5 = 9
Just as the "puddle" begins to rise, The Red Raven cuts it clean through. Some of the ooze splatters on his armor, so he puts it away for now. Suddenly, he hears a growl behind him: a Card 3 Cave Bear! Recharge Patrician's Armor for the BA. Recharge Blessing of the Ancients to examine then explore. For the combat and BA, Reveal Captain's Cutlass for Melee+1d6+1. Weapon Finesse gives me Melee:DEX+3
BA Combat 8: 1d10 + 1d6 + 5 ⇒ (5) + (1) + 5 = 11
Combat 13, discarding Captain's Cutlass: 1d10 + 1d8 + 1d6 + 5 ⇒ (4) + (1) + (6) + 5 = 16
It takes a little more effort, but the bear goes down too. The Red Raven sees something glinting in the distance and gazes through his Spyglass to get a closer look: it's an Card 4: Elven Curve Blade and a piece of Card 5 Evidence! He runs forward to retrieve it. That worked out well! Examined the Evidence, so I add 1d8. I'll use BoAbadar to add 2 dice
Perception 11: 4d8 + 2 ⇒ (5, 8, 4, 6) + 2 = 25
The Red Raven takes a closer look at the blade: it has Ambassador Amprei's sigil on it! Discard The Crows to explore. Weapon Finesse gives me Melee:DEX+3
Melee 8: 1d10 + 4 ⇒ (5) + 4 = 9
Incriminating and imminently useful: the best kind of evidence!
The Red Raven takes a look around and finds a Card 6: Sacred Candle in the area. He sends word to the Tavern End of turn examine, transport it to the Tavern. Use Quick Change Power to switch to Aric
End turn
Hand: Elven Curve Blade (Acquired, Finesse), Blessing of the Spy 1, Dandy Brute, Blessing of the Spy 2, Magnifying Glass, Cockroach Cloak,
Displayed: Armored Coat (Acquired),
Deck: 9 Discard: 5 Buried: 0
Notes:
Current Character: Aric
Kit: Quick-Change Mask, Rapier, Blessing of the Spy
Sideboard cards:
Start of Reta's turn, display Cockroach Cloak
Hand: Elven Curve Blade (Acquired, Finesse), Blessing of the Spy 1, Dandy Brute, Blessing of the Spy 2, Magnifying Glass,
Displayed: Armored Coat (Acquired), Cockroach Cloak,
Deck: 9 Discard: 5 Buried: 0
Notes:
Current Character: Aric
Kit: Quick-Change Mask, Rapier, Blessing of the Spy
Sideboard cards:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card:
Hand Size: 6
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven
Strength d6 [ ] +1 [ ] +2
Dexterity d10 [X] +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
Favored Card:
Hand Size: 4
Proficient with: Light Armors, Weapons
At the start of your turn ([X] or when you examine a card in a location deck), 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 ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
| Reta Bigbad - PinesAwait |
Discarding The Dance, as Ukuja used it. Drawing a card. Got Stalking Armor.
Hour: On your check against an Undead card, add 1d6
I'll move to the location Docks .
Starting my turn by displaying Gambeson before I explore.
Reta got off of the boat as fast as she could, clearly it was infested by blood sucking insect jerks. The goblin hopped off of the boat and onto the docks.
Archer's Kite Shield
Fort 5: 1d8 + 1 ⇒ (8) + 1 = 9
Clearly the docks were the best place to be! Every time she was there she found wonderful treasures, like shiny swords and shields!
Discarding my Falcon to explore again.
Flame Staff
Arcane/Divine 4: 1d4 ⇒ 4
Well my luck has turned around
In the same box as the shield came a small stick... wand thing. Reta had no idea what it did, but she pocketed it anyways. Maybe it'd come in handy.
Discarding Xoff to examine the top 3 cards of my location. Then I can put cards back in any order- starting with monsters. Then explore.
Cards are: Evil Eye, Bat, Mercenary.
Evil eye is banished when examined, I am now Dazed
Mercenary is placed on top, with bat underneath it. I now explore.
Mercenary
A lone mercenary spotted Reta scuttling away with the various loot, calling out to her in panic.
"Hey! Wait!"
Combat 12, using my Hand Crossbow, and recharging my Shortbow: 1d10 + 3 + 1d6 + 1d8 ⇒ (5) + 3 + (5) + (7) = 20
Before the Mercenary could begin to hunt the goblin down, Reta dashed around a corner, maybe accidentally sinking an arrow or two into him as she fled.
If defeated, heal a weapon or an armor. Healing Blowgun. Ending turn.
Hand: Shortbow, Hand Crossbow (2), Archer's Kite Shield*, Stalking Armor, Flame Staff*,
Displayed: Gambeson,
Deck: 11 Discard: 4 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [x] +1 [ ] + 2 [ ] + 3 [ ] + 4
Ranged: Dexterity + 2
Consitution: d8 [ ] +1 [ ] + 2 [ ] + 3
Fortitude: Constitution +1
Intelligence d6 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +3
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
When you would discard a weapon for its power, you may recharge it (X or a random other weapon in your discard pile) instead.
On your check with the Finesse trait, you gain the skill Melee: Dexterity + 2
When you defeat a monster, you may bury a card from your hand to examine the top card of your location deck, then you may explore your location
| Ukuja the sailor |
Sands of the Hour: When this is the hour: No effect. Since Reta was dazed from Evil Eye she does not examine the other 2 cards and can't explore again. I'll treat the remaining cards a the Docks as randomized.
Ukuja joins Reta at the Docks. She looks odd but nothing he can do about it.
random Docks card: 1d8 + 3 ⇒ (7) + 3 = 10
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.
Heggal recharges Peacock. He may also draw a card and pass a card to another player.
Divine 4 +1 +1 recharging Heggal's Peacock: 2d10 + 2 ⇒ (1, 2) + 2 = 5
Suffer the Exhausted scourge to reroll.
Divine 4 +1 +1 recharging Heggal's Peacock: 2d10 + 2 ⇒ (5, 9) + 2 = 16
Ukuja prays away the weird runes.
Now that I am exhausted may as well discard Fire Gecko to explore.
random Docks card ignoring 10: 1d8 + 3 ⇒ (3) + 3 = 6
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
combat 11 +2 revealing Windifisa Spear to use survival: 1d10 + 1d12 + 5 ⇒ (3) + (5) + 5 = 13
After fighting off a mercenary Ukuja decides to take a break.
Hand: Hatchet, Cloud Puff, Javelin, Blessing of the Green Faith 2, The Locksmith, Dwarf Caiman, Windifisa Spear,
Displayed: Python, Leryn,
Deck: 6 Discard: 4 Buried: 0
"Current Location: Docks
Hero Points: 0 // Ukuja has the following scourges marked:Exhausted:"While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
"NOTES:
Available Support: Blessings and Cloud Puff are available for use.Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.
Movement: Move me to the River if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Ranged Dexterity +2 "
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
"Divine Wisdom +1 "
"Survival Wisdom +3 "
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons | Divine
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 (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Use scenario ability to examine top of location deck.
random Docks card ignoring 6 and 10: 1d8 + 3 ⇒ (2) + 3 = 5 Bat no trigger. Move it to top of Boat.
| Heggal - ACG kuey |
Out of Turn:
On Ukuja's turn, recharge The Peacock. Draw Blessing of the Samurai 3. Gives Spider Venom to Quinn
"
Hand: Katana +1, Inflict, Sage, Blessing of the Samurai 3,
Displayed: Kikko Armor,
Deck: 12 Discard: 0 Buried: 0
Current Location: #6: River
Hero Points: 0
XP: 2
Reroll: Yes
NOTES:
Available Support: Use blessings as needed. (Samurai recharges on melee or ranged.)
Middle of Deck (Unknown Order): Lookout, Emissary, Judgement Light, Cat-o'-Nine-Tails, Heavy Wooden Shield, Blessing of the Samurai, Banner, Standard Bearer, Fireblade, Portable Ram
Recharged: Blessing of the Samurai 2, The Peacock,
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
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) to your check.
| Varian 12789 |
Den of Iniquity 1-4 1=giant toad
Aric Spider Nest 7-11
Boat - docks bat /river Hellhound / river labyrinth 1 / 1-13
Varian Tavern spider sacred candle / 1-8 1=war drum, 2 = allip
Ukuja, Reta Docks (E) (random 4,7-9,11)
Quinn, Heggal River (E) 5-10 5=ProxyA
Repository (E)
Base 1-2
Out of Turn Updates: Gentleman Explorer was discarded and not recharged
Turn Order: Reta, Ukuja, Varian, Heggal, Quinn, Aric
Turn - Hour: 9 - Blessings Deck Card 4 Varian/Zalarian Erastil's Eye
Hour Rules: If you are at a Wild location, you may discard a card to explore
SOT: Reveal Amadi to examine top card of deck (BotSpellbound) and leaving there
Give Card: None
Move: Tavern -> Docks
Random Docks Card 4,7-9,11: 1d5 ⇒ 2 Docks Card 7: Spider Swarm
Explore: Docks Card 7: Spider Swarm
Will reveal Rapier
and reload for another d4
Will then use Harrow by putting in someone's discard
Random Roll: 1d5 ⇒ 3 Harrow is placed into Heggal's discard pile
Draw Rapier back to hand
Rapier Acrobatics Combat Check DC 10/14: 2d8 + 1 + 1d4 + 1d8 ⇒ (4, 6) + 1 + (2) + (2) = 15 Monster Defeated
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Will discard Amadi to explore again
Random Docks Card 4,8-9,11: 1d4 ⇒ 2 Docks Card 8: Scythe
Strength Check DC 9: 1d6 + 0 ⇒ (3) + 0 = 3 No Success
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
EOT: End Turn, Recovery, and Reset hand
May examine top card of location
Random Docks Card 4,9,11: 1d3 ⇒ 1 Docks Card 4:
Henchman Proxy A2 (ChitterSnap)
Will then put ChitterSnap as top of location Boat
Story Bane
Traits: Aberration
To Defeat: Combat 12
Before acting, a random local character summons and encounters a barrier. After acting, suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.
The Harrow suit is Keys.
Add 1d4 to Dexterity non-combat checks.
When you play your harrow, you may draw a card and you may give a card to another player.
At the end of your turn, you may examine the top card of your location, then put that card on top of a location.
When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.
Den of Iniquity 1-4 1=giant toad
Aric Spider Nest 7-11
Boat - docks Chittersnap / docks bat /river Hellhound / river labyrinth 1 / 1-13
Tavern spider sacred candle / 1-8 1=war drum, 2 = allip
Reta, Ukuja, Varian Docks (E) (random 9,11)
Quinn, Heggal River (E) 5-10 5=ProxyA
Repository (E)
Base 1-2
Summary
Location = Docks
Acquired =
Banished = Spider Swarm 7, Scythe 8
Examined =
From Box =
Displayed =
Give: =
Used =
Other = Varian's Harrow is in Heggal's discard, Chittersnap is top card of Boat
"
Hand: Rapier, Steal Book, Arnisant, BotSpellbound, BotG, Binder's Tome,
Displayed: Radovan,
Deck: 7 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
can use steal book for book or spell
Binder's Tome adds d4, mental to combat and charisma checks
Movement: Will move to location of Quinn if he is at an urban location, otherwise will move as follows:
Tavern, Docks, Den of Iniquity, Base
Other: Please bot me if I need to Guard my location!
Recharged: Burning Snot, Thieves' Tools, Force Missile, 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
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
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) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
□ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
| BR Yewstance |
Some corrections...
Proxy A (no matter the number) is Monstrous Spider, not Chittersnap. That's the second time that misunderstanding has occurred during this scenario, so I'm very open to any suggestion or request as to how to reformat the Threat List to make that more overtly clear (currently it's formatted basically identically to how the physical storybook does it, but I can change that).
As mentioned, Reta's Dazed would have instantly frozen her examinations and prevented further explorations, which also means she should do her best to un-do all of the consequences/benefits from fighting the Mercenary.
Don't forget that Heggal has a new blessing in his discards (from Varian) and Quinn has been given Spider Venom.
As a side-note; it's my opinion that if you are playing Blessing of Kofusachi off-turn (and there is no immediate need for the card you're searching out), then it is better to wait until your next turn in case one of the Hours in the meantime feature a Constitution check-to-acquire, allowing the blessing to be recharged. If you state in your notes "If an hour with a Constitution check-to-acquire is flipped, I'll recharge BoKofusachi to draw X", then that makes it clear that it occurs off-turn at an appropriate time.
================================
During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Evidences Displayed: 4
Scenario Level (#): 1
Turn: 10, Heggal/kuey
Monsters
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Barriers
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
Barrier 1
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Weapons
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
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 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
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.
Items
Core
Item 1
Traits:
Magic
Object To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Item 0
Traits:
Tool To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Item 1
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Allies
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Core
Ally 0
Traits:
Human
Ranger To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Ally 0
Traits:
Bard
Human To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hour Power: When another character avenges your encounter, heal 1d4 cards.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 20
Blessings Deck
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.
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.
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 Rakshasa
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed. To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
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.
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 Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
The 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.
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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Accessory
Magic To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/AAUGHWHY,
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
CotCT
Ally 0
Traits:
Human
Trigger To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Location #3: 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: 4 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 3
Located/Displayed Here: (Bloodbug)
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
CotCT
Ally 1
Traits:
Aristocrat
Human To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Henchman 0
Type:
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
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 3 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
CotCT
Item 0
Traits:
Instrument To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
Ally 1
Traits:
Cleric
Halfling To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
CotCT
Ally 1
Traits:
Devil
Outsider To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Reta/PinesAwait, Ukuja/Bigguyinblack, Varian/Zalarian, (Evidence)
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Ally 0
Traits:
Human
Magus To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Heggal/kuey, Quinn/JohnF, (Evidence)
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Location #7: 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 ?: 2
Located/Displayed Here: (Evidence)
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* 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.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 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
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Story Bane 1
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Location #8: 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.
When you explore, 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 ?: 2
Located/Displayed Here: None
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 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.
| Heggal - ACG kuey |
Out of Turn Updates:
On Varian's turn, put The Real Rabbit Prince in Discard.
Turn Order: Reta, Ukuja, Varian, Heggal, Quinn, Aric
Turn: Turn 10: Hour of The Paladin: When this is the hour: When another character avenges your encounter, heal 1d4 cards.
SOT: Nil
Give Card: Nil
Move: Stay at Location #6: River
Explore:
Story Bane Monster 0
Traits
Vermin
Veteran
Check
Combat
10+##
Powers
Cannot be evaded. All damage is Poison.
Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned."
Reveal Sage for +1d4+1
BYA: Strength DC3+1: 1d8 + 1d4 + 1 ⇒ (1) + (1) + 1 = 3 Really? Ok, can't afford to get stuck to this location since we are not closing locations, so discard Inflict to reroll the 1d8.
BYA: Strength DC3+1: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 ==> Success :P
Reveal Sage for +1d4+1, Katana +1 for +1d8+1
Combat DC10+2: 1d8 + 2 + 1d8 + 1 + 1d4 + 1 ⇒ (4) + 2 + (6) + 1 + (1) + 1 = 15
Discard Blessing of the Samurai 3 to explore again.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Reveal Sage for +1d4+1.
Intelligence DC5: 1d4 + 1d4 + 1 ⇒ (2) + (4) + 1 = 7 ==> Acquired
End Turn:
Examine top card #3: Minor Harrowing ==> move to Location #4: Tavern
Reset Hand.
"
Hand: Katana +1, Noxious Bomb, Banner, Sage, Standard Bearer,
Displayed: Kikko Armor,
Deck: 10 Discard: 3 Buried: 0
Current Location: #6: River
Hero Points: 0
XP: 2
Reroll: Yes
NOTES:
Available Support: Next person to encounter Monster (unless it is an autowin), Heggal will display Banner for +1 to all combat until someone loses to a bane. Holler if you need healing.
Middle of Deck (Unknown Order): Blessing of the Samurai, Judgement Light, Emissary, Fireblade, Cat-o'-Nine-Tails, Lookout, Portable Ram, Heavy Wooden Shield
Recharged: Blessing of the Samurai 2, The Peacock,
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
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) to your check.
Location #6: River: #1, #2 ==> Defeated / Acquired
#3 ==> Move to Taverns
| JohnF-1017 Quinn |
The hour is Desna's Freedom On each check, the first blessing played to bless may be played freely
At the start of his turn Quinn reveals his Handy Haversack to examine the top card of his deck. It's a Blessing, so he reloads it.
Also at the start of his turn Quinn examines the top card of his location.
Well, what do you know! It's the Evidence!
Bury Wandermeal to add Quinn's perception (1d8+2) to the check:
Knowledge 10+#=11: 1d10 + 2 + 1d8 + 1d8 + 2 ⇒ (6) + 2 + (8) + (5) + 2 = 23 Evidence Acquired.
Everything above was done at the start of Quinn's turn, so he can now move to the docks.
He will do that, then end his turn and use the (scenario-granted) end-of-turn examine to look at the top card of the location deck.
It's another piece of Evidence!
Burying Spider Venom to add 1d8+2 to this check as well
Knowledge 10+#=11: 1d10 + 2 + 1d8 + 1d8 + 2 ⇒ (3) + 2 + (4) + (5) + 2 = 16 That's the last piece of Evidence we need.
Finally he will use his own end-of-turn examine to look at the remaining card in the location deck.
It's a Card Caster (an Ally 0)
If the Evidence had been the second card Quinn would have moved the Ally away using the scenario examine, then used his own examine to trigger the Evidence. Either way he was guaranteed to find the Evidence by using an examine, getting the extra 1d8 on the check to defeat.
Quinn resets his hand, drawing the Blessing of the Quartermaster and his Sage's Journal.
Hand: Sai, Helpful Haversack*, Investigator's Lamp, Sage's Journal*, Thieves' Tools, Quartermaster, Blessing of the Quartermaster #2,
Displayed: Leather Armor*,
Deck: 5 Discard: 3 Buried: 2
Current Location: Docks
Hero Points: 0
NOTES:
Available Support: Blessings generally available
Other: Starred boons have been updated to the new versions
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
Quinn has found the last two pieces of evidence we need, and identified the last remaining card at the Docks. We can win the scenario pretty much whenever we want (at this point it's probably easier to close the Docks; that just needs one exploration to get rid of the Ally, followed by a Strength/Constitution/Fortitude 6 closing check). We might want to spend some turns fishing for upgrade choices by burning through the Repository and/or getting supporters from the base before we end the game.
| AAUGHWHY's PFSACG Aric/TRR |
Hour is Abadar's Law: +1d4 to guard or close. Also, turns out I had one of my Blessing of the Spys in my kit, so my hand should have actually been this:
Hand: Elven Curve Blade (Acquired, Finesse), Blessing of the Spy 1, Dandy Brute, Clockwork Spy, Magnifying Glass,
Displayed: Armored Coat (Acquired), Cockroach Cloak,
Deck: 8 Discard: 5 Buried: 0
Notes:
Current Character: Aric
Kit: Quick-Change Mask, Rapier, Blessing of the Spy
Sideboard cards:
Aric gets the signal that the evidence portfolio has been completed, but figures that a little bit extra couldn't hurt. He goes to the Repository to search for some. Along the way he runs into a Card 1: Dissident Guard raving about how his unit got replaced by a bunch of newcomers. Aric grimaces before asking the guard to join the investigation. Start of turn Switch to TRR. End of Move examine to find Dissident Guard. Switch back to Aric. Explore to encounter guard.
Diplomacy 6: 1d10 + 4 ⇒ (5) + 4 = 9 I get to draw a random Ally: Porcupine. Hm... that changes the flavor I had planned...
The guard agrees, on the condition that they can bring their pet Porcupine along. "Come on, girl! You wanna go for a walk? You wanna incriminate criminals? Yes you do!" The guard says, harnessing the large spiky rodent Aric had somehow not noticed before. Aric shakes his head and they set out.
The guards porcupine guides them towards a suit of Card 2: Slick Leather. Aric doesn't understand why it's slick and cautiously pokes at it. Discard Porcupine to explore. Its a 1 and I get hurt if I don't acquire so, I'll use stuff on it. Requesting that Varian use BOTG to copy Abadar's Law and recharge to bless
CON 7: 2d6 ⇒ (3, 4) = 7 Display Slick Leather
Aric's Dandy Brute friend finds a stick on the ground and gives it to the porcupine to gnaw on. Aric looks a little closer and finds that it's actually a Card 3: Wand of Force Missile Discard Dandy Brute to explore. I think at least one person was interested in an Item Upgrade, and my odds are ok, so I'll use Quinn's BoQuartermaster to add 1 die.
INT 6: 2d8 ⇒ (3, 6) = 9
Aric quickly snatches it before it's irreparably ruined and offers a normal stick instead. He can feel the evidence getting closer and trudges on. Gradually a strange mist begins to envelop him and a Card 4: Ghost appears before him! Discard Blessing of the Spy to explore, adding 1 die. The ghost is a problem: both cuz I'm stuck as Aric and also because I don't have magic. I'll pause for discussion; currently I'm rolling 2d6+1d10 vs 13 w/o Magic
Hand: Elven Curve Blade (Acquired, Finesse), Clockwork Spy, Magnifying Glass, Wand of Force Missile (Acquired)
Displayed: Armored Coat (Acquired), Cockroach Cloak, Slick Leather (Acquired),
Deck: 8 Discard: 8 Buried: 0
Notes:
Current Character: Aric
Kit: Quick-Change Mask, Rapier, Blessing of the Spy
Sideboard cards:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card:
Hand Size: 6
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven
Strength d6 [ ] +1 [ ] +2
Dexterity d10 [X] +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
Favored Card:
Hand Size: 4
Proficient with: Light Armors, Weapons
At the start of your turn ([X] or when you examine a card in a location deck), 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 ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
| AAUGHWHY's PFSACG Aric/TRR |
Doesn't look like there's any way to add magic, I'll request Ukuja's BoGF so I can at least hopefully not take damage. Heggal says he'll display the Banner for +1
Combat 13: 3d6 + 1d10 + 1 ⇒ (1, 6, 5) + (5) + 1 = 18
The ghost lunges at Aric he flees in terror, leaving behind a ticking bauble. Display Clockwork Servant to examine then maybe explore.
Shuffled Card: 1d8 + 3 ⇒ (6) + 3 = 9
Chittersnap. I'm not going to explore. End of turn, examine Chittersnap and move it to the Boat
After a small delay the bauble sprouts legs and begins walking out of the repository, something following close behind.
End turn
Hand: Elven Curve Blade (Acquired, Finesse), Wand of Force Missile (Acquired), Gambeson, Kama (Finesse), Magnifying Glass, Mask of the Red Raven,
Displayed: Armored Coat (Acquired), Cockroach Cloak, Slick Leather (Acquired), Clockwork Spy,
Deck: 5 Discard: 8 Buried: 0
Notes: Wand: Bury to add 2d4 and Force+Magic
Current Character: Aric
Kit: Quick-Change Mask, Rapier, Blessing of the Spy
Sideboard cards:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card:
Hand Size: 6
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven
Strength d6 [ ] +1 [ ] +2
Dexterity d10 [X] +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
Favored Card:
Hand Size: 4
Proficient with: Light Armors, Weapons
At the start of your turn ([X] or when you examine a card in a location deck), 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 ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Start of Reta's turn, display Gambeson
Hand: Elven Curve Blade (Acquired, Finesse), Wand of Force Missile (Acquired), Kama (Finesse), Magnifying Glass, Mask of the Red Raven,
Displayed: Armored Coat (Acquired), Cockroach Cloak, Slick Leather (Acquired), Clockwork Spy, Gambeson,
Deck: 5 Discard: 8 Buried: 0
Notes: Wand: Bury to add 2d4 and Force+Magic
Current Character: Aric
Kit: Quick-Change Mask, Rapier, Blessing of the Spy
Sideboard cards:
| Reta Bigbad - PinesAwait |
Alright, so I'll start by fixing my previous turn. I'm dazed from the evil eye- everything after that gets tossed out. So I get my shortbow back, blowgun is no longer healed.
Start of turn, gonna go to the base.
I'll grab Amin Jalento, then display him, and heal 1 card. Then I'll shuffle my hand into my deck to get rid of Dazed.
Hand: Spotol, Shortbow, Stalking Armor, Blessing of the Gobs, Hand Crossbow (2),
Displayed: Gambeson, Amin Jalento*,
Deck: 8 Discard: 4 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [x] +1 [ ] + 2 [ ] + 3 [ ] + 4
Ranged: Dexterity + 2
Consitution: d8 [ ] +1 [ ] + 2 [ ] + 3
Fortitude: Constitution +1
Intelligence d6 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +3
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
When you would discard a weapon for its power, you may recharge it (X or a random other weapon in your discard pile) instead.
On your check with the Finesse trait, you gain the skill Melee: Dexterity + 2
When you defeat a monster, you may bury a card from your hand to examine the top card of your location deck, then you may explore your location
| Ukuja the sailor |
The Rakshasa: When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
After Leryn confirms a nearby Card Caster Ukuja heads to the base and requisitions a weapon from Cressida Kroft.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Discard Dogslicer.
Hand: Hatchet, Cloud Puff, Javelin, Frilled Lizard, The Locksmith, Dwarf Caiman, Windifisa Spear,
Displayed: Python, Leryn,
Deck: 6 Discard: 5 Buried: 0
"Current Location: Docks
Hero Points: 0 // Ukuja has the following scourges marked:Exhausted:"While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
"NOTES:
Available Support: Blessings and Cloud Puff are available for use.Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.
The Locksmith: Discard to bless any check. If it is an Acrobatics or Disable check, bless it twice.
Movement: Move me to the River if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Ranged Dexterity +2 "
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
"Divine Wisdom +1 "
"Survival Wisdom +3 "
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons | Divine
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 (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
| Varian 12789 |
Out of Turn Updates: Varian's BotG used by Aric
State Prior to turn:
/ Den of Iniquity 1-4 1=giant toad
/ Spider Nest 1-5
/ Boat / Repos#9 Chittersnap, River#1 Chittersnap (listed as monstrous spider???), Lots of Junk
/ Tavern 1-9 River #3 (Minor Harrowing), 1=Sacred Candle, 2= War Drum, 3=Allip
Quinn, Varian / Docks / 2=card caster
Heggal/ River 5-6
Aric / Repository (random 4-8,10,11)
Reta, Ukuja Base (does base close? If so, assume Reta and Ukuja move to River)
Turn Order: Reta, Ukuja, Varian, Heggal, Quinn, Aric
Turn - Hour: 15 - Blessings Deck Card 5 Varian/Zalarian
Incitation
Hour Rules: None
SOT: None
Give Card: None
Move: Docks -> Tavern
Explore: River Card 3 moved to top of Tavern: Minor Harrowing
Will Banish Steal Book to automatically acquire spell
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Will go ahead and display Minor Harrowing at Tavern
Will recharge Arnisant to explore
Explore: Tavern Card 1 (Sacred Candle). Will discard blessing of the Spellbound to bless and recharge Tome for Urban Assistance
Wisdom Check DC 10: 2d6 + 1d4 + 1 ⇒ (2, 4) + (3) + 1 = 10 Success
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Varian scribbles a note regarding his research on a sacred candle
EOT: End Turn, Recovery, and Reset hand
Choose not to examine
During Recovery - Steal Book is discarded and then recharged due to Varian's power
The Harrow suit is Keys.
Add 1d4 to Dexterity non-combat checks.
When you play your harrow, you may draw a card and you may give a card to another player.
At the end of your turn, you may examine the top card of your location, then put that card on top of a location.
When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.
Summary
Location = Tavern
Acquired = Minor Harrowing, Sacred Candle
Banished =
Examined =
From Box =
Displayed = Minor Harrowing at Tavern
Give: =
Used =
Other =
Post Status:
/ Den of Iniquity 1-4 1=giant toad
/ Spider Nest 1-5
/ Boat / Repos#9 Chittersnap, River#1 Chittersnap (listed as monstrous spider???), Lots of Junk
Varian (displayed Minor Harrowing)/ Tavern 2-9 2= War Drum, 3=Allip
Quinn, Varian / Docks / 2=card caster
Heggal/ River 5-6
Aric / Repository (random 4-8,10,11)
Reta, Ukuja Base (does base close? If so, assume Reta and Ukuja move to River)
"
Hand: Rapier, Magical Child, BotElements, Sacred Candle, Life Drain, Burning Snot,
Displayed: Radovan, Minor Harrowing,
Deck: 6 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Magical Child adds Magic trait anywhere
burning snot adds d4 and fire local
Movement: Will move to location of Quinn if he is at an urban location, otherwise will move as follows:
Tavern, Docks, Den of Iniquity, Base
Other: Please bot me if I need to Guard my location!
Recharged: Thieves' Tools, Force Missile, Fire Snake, Arnisant, Binder's Tome, Steal Book,
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
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
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) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
□ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
| Varian 12789 |
During Heggal's turn, will use sacred candle to acquire hour. Heggal chooses for this to happen either near beginning of turn or near end of turn.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed. To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
"
Hand: Rapier, Magical Child, BotElements, The Uprising, Life Drain, Burning Snot,
Displayed: Radovan, Minor Harrowing,
Deck: 6 Discard: 6 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Magical Child adds Magic trait anywhere
burning snot adds d4 and fire local
Movement: Will move to location of Quinn if he is at an urban location, otherwise will move as follows:
Tavern, Docks, Den of Iniquity, Base
Other: Please bot me if I need to Guard my location!
Recharged: Thieves' Tools, Force Missile, Fire Snake, Arnisant, Binder's Tome, Steal Book,
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
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
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) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
□ At the start of your turn, you may draw up to # cards, then recharge that number of cards.