skizzerz - Valeros |
Off-turn: Draw Chain Mail on Seelah's turn.
Hour of the Sickness. I move in-place to the Caves (this is such a goofy rule). I'd like to move Lem's plan up a few turns since we'll be burning most of his support on the Dragon anyway. Assuming that's acceptable, Lem plays Cure and Cockroach Coat. The Cure goes to either Seelah or Kyra, whoever feels like they need it more. If that's not acceptable, then neither get played this turn (although that puts them in danger of getting hit by the dragon acid on a failed BA check).
Then I explore and encounter Dragon, getting 1d4 ⇒ 4 as my Peril: Unhallowed again. Be wary about playing blessings! For my BA check, Lem recharges Dagger and Seelah topdecks. Dexterity 5+4=9: 1d8 + 2d6 ⇒ (8) + (1, 6) = 15 Passed.
Pausing to let others handle their BA checks. Remember that we have Hour of the Sickness, which gives you a bonus scourge if you take damage, and Unhallowed which punishes you for playing blessings.
Ser Seelah |
On Kyra’s turn, Top Deck Recharge BLESSING OF ZON-KUTHON and discard CAPTAIN'S CUTLASS. Recover Object Reading. Top Deck Recharge DETECT DESIRES
Divine 11: 1d8 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8
Discarded
Ser Seelah |
Going to assume it's okay for me to take the Cure
Shuffle in cards: 1d4 + 1 ⇒ (3) + 1 = 4
FORTIFIED SHELL ARMOR, BATTLE ASPERGILLUM, OBJECT READING, SHARPER
Dragon Attack!
Top Deck Discard/Recharge FORTIFIED SHELL ARMOR for Valeros. Top Deck Discard/Recharge BLESSING OF ZON-KUTHON for myself. Recharge Lem's Fencer.
Divine Dexterity 5+4: 1d8 + 1 + 1d6 + 1d6 ⇒ (6) + 1 + (6) + (6) = 19
Seelah is able to get well clear.
Assuming that both Lem and Kyra top deck Seelah: Discard SHARPER. Recharge BLESSING OF THE SPY (1)
Hand: FROST LONGSPEAR, RIDING ALLOSAURUS, RUNEWELL’S ECHO,
Displayed: MAGIC MITHRAL CHAIN MAIL, RENEWAL,
Deck: 10 Discard: 5 Buried: 0
Current Location: Shrine
Hero Points: 1
NOTES:
Available Support: Blessing available. Riding Allosaurus: Recharge to add 1d6 to local combat check
Other: Character Power: Top Deck all the time!
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2
[X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an arm;or or the top card of your deck to add 1d4 (☑ 1d6) and the Magic trait. (☑ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(☑ You may also do so if you would discard a spell for this power.)
Lem, the Fratricidal |
If there's a severe penalty for not moving, it sucks that you're stuck with it once you're down to the last location, or for a full scenario if there's only one location. On the other hand, in this particular circumstance it does just seem silly, because rather than avoiding an undeserved penalty that we had no choice but to suffer we instead are handed a penalty that we trivially avoid without having to adjust our strategy.
I actually think the real failing of the rule is that it's not cohesive, given the number of scenarios where you're not allowed to move until your location is closed, and then you often auto-move or have to move in a pattern. There's scenarios like this in almost every season and box set AP, and this rule doesn't apply to those, leaving undesirable consequences across dozens of powers (and rendering a variety of exploration effects and character powers non-functional).
OFF-TURN:
Valeros' Turn: Lem displays Cockroach Coat and sends Cure to Recovery to heal Seelah.
Lem recharges Dagger.
Lem recharges Fencer.
Lem takes his BA check, Seelah recharges from her deck (already done), and Lem recharges Blessing of Bastet.
Acrobatics 9 (Lem, Seelah, Cockroach Coat): 1d8 + 1 + 2d6 + 1d4 ⇒ (3) + 1 + (5, 1) + (2) = 12 -> Pass.
FURTHER ACTIONS:
Lem will recharge Blessing of Maat to add 1d6 to Kyra's BA check.
Valeros should have Lem do any one of the following before he ends his turn, at his discretion...
1. At any point, have Lem recharge Lookout to examine the top card of the location. Or...
2. At any point, have Lem recharge Lookout to add 1d6 to one of your non-combat checks.
When Valeros ends his turn, Lem will bury Blessing of Asmodeus to auto-pass his check to recharge Cure, then reset his hand.
Hand: Blessing of Maat, Lookout, Blessing of Asmodeus,
Displayed: Gambeson, Cockroach Coat,
Deck: 12 Discard: 0 Buried: 0
"Favored Card: Armor
Hero Points: 1"
"NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
Lookout - Reveal to add 1d6 to all Perception checks
Blessing of Maat - Discard to replace noncombat dice with 1d8s, or add 3 post-roll
Other: See my last post; Valeros should use Lookout as he see's fit before his turn is over."
Kyra - Maelwys |
Off-turn, Dragon Encounter.
Lem recharges Blessing of Maat and Seelah topdecks. Bury Runewell's Echo for +1d12.
BYA - Dexterity 9: 1d4 + 2d6 + 1d12 ⇒ (3) + (2, 3) + (2) = 10 - Success, but just barely.
Hearing the dragon coming by again, Kyra calls upon all her strength to duck out of the way, and just barely makes it without getting hit.
skizzerz - Valeros |
Combat check DC increased by 1d6 ⇒ 2 per Harrow of Books. For combat, Seelah topdecks and recharges Riding Allosaurus. I reveal Scythe +1, recharge Chain Mail for my power, and discard Blessing of the Samurai for its power (normally recharge, Unhallowed turns into discard). Combat 16+4+4+2=26: 2d10 + 2d4 + 5 + 2d6 ⇒ (10, 8) + (1, 1) + 5 + (2, 4) = 31 Unhallowed is unmarked and the henchman proxy is banished.
Lem recharges Lookout to examine the top card of the location. It's an Allying Dart. I'll recharge Surgeon to heal my Blessing of the Samurai. Then I'll discard Warhorse to explore.
Caves 4: Allying Dart. Seelah topdecks. Ranged 7: 1d8 + 1 + 1d6 ⇒ (1) + 1 + (2) = 4 Not going to cut it, Allying Dart is banished. I discard Scythe +1 (the only remaining card in my hand) for the Desperate wildcard. At end of turn, I recharge Scythe +1 from my discards.
With a roar of his own, Valeros charges forward once again to the dragon they know is lurking ahead. It sends out yet another blast of acid which the party manages to avoid, and Valeros cleaves into its hide once more with his scythe. He taunts the retreating dragon by shouting out "You want a name to fear? I'll give you one! It's Valeros."
On his way back to the party, he manages to step on a dart lying in the ground. Leaping up in pain, he drops his weapon momentarily.
Hand: Blessing of Gorum, Wakizashi, Tankard, Shieldsplitter Lance, Kikko Armor,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Current Location: Cave
Hero Points: 0
NOTES:
Available Support: Free to use: Blessings
Character power, in order: Kikko Armor (recharge), Wakizashi (recharge), Shieldsplitter Lance (reload)
Ask before using: N/A
Movement: Move me with group
Other: 3B: Playmat available, Paizo reroll available
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy)(☐ or your Strength of Constitution) check, you may reload or recharge a weapon or an armor (☐ or a Liquid boon) to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor (☐ or a Liquid boon) from your hand or discards.
You may avenge by discarding (☐ or recharging)(☐ or revealing) a card. (☐ You may do the same to reduce damage you suffer during that encounter by 3.)
☐ When you move during your move step, you may move to a random other location; if you do, heal a card, then draw a card.
☑ You are proficient with Liquids. On your checks to acquire or recharge Liquid boons, add 1d12.
Seelah topdecks 2 more cards and recharges Riding Allosaurus. Lem does his thing with BoAsmodeus to reset his hand. Cave cards 3-4 cleared.
Lem, the Fratricidal |
As above; recharging the rest of my hand, except Blessing of Asmodeus which I bury to reset my hand and autopass the check to recharge Cure. Hand update...
"
Hand: Sharper, Burst of Adrenaline, Inflict Pain, Invisibility (Core), Deathgrip (Core), Quick-Change Mask, Ring of Protection, Evangelist,
Displayed: Gambeson, Cockroach Coat,
Deck: 7 Discard: 0 Buried: 1
Favored Card: Armor
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
Everything else!
Other: All of my cards are free to be used!
Middle of Deck (Unknown Order): 0
Recharged: Rapier (Core), Dagger, Fencer, Blessing of Bastet, Blessing of Maat, Lookout, Cure (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Choose 1 Card Type
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☑ 1d6).
At the end of your turn, you may discard (☐ or recharge) a card to recharge (☐ or to shuffle into your deck) a card from your discards.
☐ At the start of your turn, you may draw a card (☐ or 2 cards).
☐ On your (☐ or a local) check, after the roll, you may bury a card from your discards to add 1d4.
☐ Before a local character discards cards as damage, you may discard a spell or a blessing to heal that character 2 (☐ 1d4+1) cards.
Ser Seelah |
On Valeros' turn, top deck recharge FULL PLATE and recharge RIDING ALLOSAURUS. Then top deck recharge LION'S HELM
Shuffle in new blessing into Hour Glass
Shuffle Hourglass, #2 is new Blessing: 1d25 + 1 ⇒ (11) + 1 = 12 Hourglass Card 12 Kyra/Maelwys: Calistria's Sting
The Hour of Calistria's Sting
Free Explore
There appears to be a Bloodbug infestation.
Reveal FROST LONGSPEAR. Top Deck Recharge OBJECT READING. Recharge Valeros' Kikko Armor.
Combat 11: 1d10 + 3 + 1d8 + 1d4 + 1d6 + 1d6 ⇒ (2) + 3 + (6) + (3) + (2) + (6) = 22
The Bloodbug zips towards Valeros and Seelah spears and freezes it with ease.
Seelah ends her turn.
Recovery Renewal. Recharge Kyra's Blessing of the Spellbound and Lem's Sharper. Sorry if this seems like overkill!
RENEWAL: Seelah 11: 1d8 + 1 + 1d8 + 1d6 ⇒ (6) + 1 + (6) + (6) = 19 -> RENEWAL recharged.
Seelah resets her hand.
Hand: FROST LONGSPEAR, BATTLE ASPERGILLUM, RUNEWELL’S ECHO, DETECT DESIRES,
Displayed: MAGIC MITHRAL CHAIN MAIL,
Deck: 9 Discard: 5 Buried: 0
Current Location: Cave
Hero Points: 1
NOTES:
Available Support: Blessing available. Detect Desires: Local Charisma or Diplomacy non-combat check 1d6 + 2
Other: Character Power: Top Deck all the time!
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2
[X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an arm;or or the top card of your deck to add 1d4 (☑ 1d6) and the Magic trait. (☑ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(☑ You may also do so if you would discard a spell for this power.)
Kyra: Recharged Blessing of the Spellbound
Lem: Recharged Sharper
Valeros: Recharged Kikko Armor
Banished Cave 5.
Hour Glass Shuffled with new Blessing. Discarded Calistria's Sting
BR redeux |
During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 3A - The Monastery of Saint Kyerixus Completed
• 3B - Dragonslayers In Progress
• 3C - The Wandering Way
During This Scenario: • Set up: After building the location, if you have 3 or more characters, add new cards to it using the card list on the location L air. If you have 5 or more characters, also add new cards using the card list on the location Library.
• Set up: When preparing the story banes, set aside the story bane Dragon (Aeteperax). Make the story bane stack with 1 villain proxy plus a number of henchmen proxies equal to 2 plus half the number of characters (rounded down); shuffle the entire stack into the Caves.
• Set up: For each henchman putinto the henchman pile during 3A Two henchmen, , choose and mark 1 wildcard on The Perils; marked wildcards cannot be applied during this scenario. Marked off Confusing/Wearisome
• The Caves cannot be closed.
• When you would suffer Fire damage, suffer Acid damage instead.
• When you would encounter a proxy, first apply a random unmarked wildcard from the Perils; stop applying any other wildcard from the Perils. Then encounter the Dragon instead of the proxy; the Dragon always rolls Acid. Peril Wildcards (click) are: 1. Ablaze, 2. Deadly, 3. Hostile, 4 Unhallowed
• When the Dragon would be defeated, stop applying all wildcards from the Perils. Then, if there are 3 or more cards in the location, the Dragon is undefeated. Shuffle a new blessing into the hourglass, then if you encountered a villain proxy, put that proxy on the bottom of the location; if you encountered a henchman proxy, banish it.
• To win, defeat the The Dragon.
• Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
• Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
• Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
• Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.
• Desperate: When you encounter a boon and do not acquire it, discard a card.
Danger: Rescue
Villain: None
Henchmen (closing): None
Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.
Core Story Bane 3
Traits: Dragon Veteran
To Defeat: Combat 16+## OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Additional Rules: Respect Points: 1
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
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."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."
Scenario Level (#): 3
Turn: 11, Kyra/Maelwys
Monsters
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Barriers
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
CotCT
Barrier 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 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Weapons
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.
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 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.
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
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 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Armors
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.
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 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 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
Items
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 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:
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 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:
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.
Allies
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
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.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
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.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
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.
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Hour Power: No effect.
Current Hour:
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hours Remaining: 23
Hourglass
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
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 Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
The Midwife
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Location #1: Cave
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Valeros/skizzerz, Seelah/NathanDavis, Kyra/Maelwys, Lem/Yewstance, None
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
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
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Kyra - Maelwys |
Off-turn, recharge Blessing of the Spellbound.
Turn 11, under an Orison.
Free Exploration - Cave #1: Diseased Rats
Reveal Mace for combat. Discard Blessing of Gorum to bless twice.
Check to Defeat - Combat 13/17: 3d8 + 2 + 1d8 ⇒ (5, 7, 6) + 2 + (2) = 22 - Defeated.
Kyra continues through the cave, coming across a band of rats. Quickly invoking Gorum, the god of hitting things really hard with other things, she steps forward with her mace and starts to lay waste to the swarm. Soon, they disperse entirely, as most of their number lays squished.
Hand: Mace, Holy Javelin, Fire Snake, Voidglass Armor, Chronicler, Blessing of the Dawnflower, Blessing of Abadar,
Displayed:
Deck: 6 Discard: 4 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use a Blessing if you need it.
Movement: Stick with the group
Other: Shirt reroll used for 3B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1
Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
Cave #1 banished
Lem, the Fratricidal |
OFF-TURN:
Seelah's Turn: Lem recharges Sharper.
========================
Lem starts his turn.
Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.
Lem moves to his own location.
Free exploration:
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Lem recharges Deathgrip (Core) to his power to add 1d6.
Lem reveals Evangelist to add 1.
Seelah discards/recharges the top card of her deck to add 1d6.
Arcane 11 (Lem, Evangelist, Seelah): 1d10 + 3 + 1d6 + 1 + 1d6 ⇒ (6) + 3 + (4) + 1 + (2) = 16 -> Pass.
Acquired.
Lem finds the inspiration he was looking for as he watches the acid from the last attack eat into the stones and soil, his mind's eye suddenly awash in storms of fire ready to spill from his tongue. He clambers out of hiding, a faint wisp of smoke trailing from his nostrils as he prepares to fight the dragon's acid with his own fiery spells.
Lem ends his turn.
Lem resets his hand.
"
Hand: Rapier (Core), Burst of Adrenaline, Inflict Pain, Invisibility (Core), Volcanic Storm, Quick-Change Mask, Ring of Protection, Evangelist,
Displayed: Gambeson, Cockroach Coat,
Deck: 8 Discard: 0 Buried: 1
Favored Card: Armor
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
Everything else!
Other: All of my cards are free to be used!
Middle of Deck (Unknown Order): 0
Recharged: Dagger, Fencer, Blessing of Bastet, Blessing of Maat, Lookout, Cure (Core), Sharper, Deathgrip (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Choose 1 Card Type
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☑ 1d6).
At the end of your turn, you may discard (☐ or recharge) a card to recharge (☐ or to shuffle into your deck) a card from your discards.
☐ At the start of your turn, you may draw a card (☐ or 2 cards).
☐ On your (☐ or a local) check, after the roll, you may bury a card from your discards to add 1d4.
☐ Before a local character discards cards as damage, you may discard a spell or a blessing to heal that character 2 (☐ 1d4+1) cards.
skizzerz - Valeros |
Off-turn: recharge Kikko Armor. Hour of Norgorber’s Shadow. Run around in a circle, then explore Caves.
Caves 3: Troll. BA everyone suffers 1 Combat damage. I’ll discard Tankard for my point of damage. For first combat check, I’ll reveal Shieldsplitter Lance and recharge Wakizashi. Seelah topdecks. Combat 8+4+4=16: 1d10 + 1d8 + 5 + 2d6 ⇒ (2) + (4) + 5 + (2, 2) = 15 Paizo reroll the d10. Combat 16: 1d10 + 13 ⇒ (6) + 13 = 19 Passed.
Asking Lem to take the 2nd combat check. For sake of expediency, botting it. Lem freely reveals Ring of Protection to negate the BA damage, then Lem banishes Volcanic Storm to recovery for the 2nd combat check. Due to the Troll’s vulnerability, this will add 4 to the check. Lem reveals Evangelist to add 1 to the check. Because why not, and noting my luck above, Seelah topdecks. Combat 10+4+4=18: 1d10 + 3d6 + 8 + 1d6 ⇒ (2) + (2, 4, 1) + 8 + (4) = 21 I’m glad I used Seelah’s power there... Troll defeated and banished. Discard Gorum to explore, because it’s always fun to find dragons when you only have one card left in hand.
Caves 4: Ring of Evasion. Surprisingly not a dragon for once, I think it’ll be my first-ever turn this scenario where I didn’t run into one. Maybe he’s hiding from me. Lem recharges Rapier and Seelah topdecks. Intelligence 9: 1d4 + 2d6 ⇒ (2) + (6, 3) = 11 Acquired. Ending turn.
It seems the dragon is not the only beast taking up residence in these caves. A troll attacks the party, with Valeros making little headway against its regenerative capabilities. It was not until Lem exercised his newfound firepower that the troll finally was reduced to ash. Valeros thanks the bard as he picks up a curious ring from the ground. Slipping it on his finger, he feels a little bit more dexterous than before, which should help against the dragon’s acidic breath.
Hand: Ring of Evasion, Banner, Katana +1, Shieldsplitter Lance, Staff of Minor Healing,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Current Location: Cave
Hero Points: 0
NOTES:
Available Support: Free to use: Blessings, Staff of Minor Healing
Banner will be displayed on first opportunity: add 1 to Combat checks until a check to defeat a bane is failed.
Character power, in order: Shieldsplitter Lance (reload), Katana +1 (reload)
Ask before using: N/A
Movement: Move me with group
Other: 3B: Playmat available, Paizo reroll used
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy)(☐ or your Strength of Constitution) check, you may reload or recharge a weapon or an armor (☐ or a Liquid boon) to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor (☐ or a Liquid boon) from your hand or discards.
You may avenge by discarding (☐ or recharging)(☐ or revealing) a card. (☐ You may do the same to reduce damage you suffer during that encounter by 3.)
☐ When you move during your move step, you may move to a random other location; if you do, heal a card, then draw a card.
☑ You are proficient with Liquids. On your checks to acquire or recharge Liquid boons, add 1d12.
Seelah topdecks 3 cards.
Lem recharges Rapier and banishes Volcanic Storm to recovery.
Seelah and Kyra take 1 Combat damage each.
BR redeux |
During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 3A - The Monastery of Saint Kyerixus Completed
• 3B - Dragonslayers In Progress
• 3C - The Wandering Way
During This Scenario: • Set up: After building the location, if you have 3 or more characters, add new cards to it using the card list on the location L air. If you have 5 or more characters, also add new cards using the card list on the location Library.
• Set up: When preparing the story banes, set aside the story bane Dragon (Aeteperax). Make the story bane stack with 1 villain proxy plus a number of henchmen proxies equal to 2 plus half the number of characters (rounded down); shuffle the entire stack into the Caves.
• Set up: For each henchman putinto the henchman pile during 3A Two henchmen, , choose and mark 1 wildcard on The Perils; marked wildcards cannot be applied during this scenario. Marked off Confusing/Wearisome
• The Caves cannot be closed.
• When you would suffer Fire damage, suffer Acid damage instead.
• When you would encounter a proxy, first apply a random unmarked wildcard from the Perils; stop applying any other wildcard from the Perils. Then encounter the Dragon instead of the proxy; the Dragon always rolls Acid. Peril Wildcards (click) are: 1. Ablaze, 2. Deadly, 3. Hostile, 4 Unhallowed
• When the Dragon would be defeated, stop applying all wildcards from the Perils. Then, if there are 3 or more cards in the location, the Dragon is undefeated. Shuffle a new blessing into the hourglass, then if you encountered a villain proxy, put that proxy on the bottom of the location; if you encountered a henchman proxy, banish it.
• To win, defeat the The Dragon.
• Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
• Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
• Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
• Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.
• Desperate: When you encounter a boon and do not acquire it, discard a card.
Danger: Rescue
Villain: None
Henchmen (closing): None
Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.
Core Story Bane 3
Traits: Dragon Veteran
To Defeat: Combat 16+## OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Additional Rules: Respect Points: 1
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
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."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."
Scenario Level (#): 3
Turn: 14, Seelah/NathanDavis
Monsters
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
CotCT
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.
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.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Weapons
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Core
Weapon 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.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 0
Traits:
Arcane
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 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.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
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.
CotCT
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
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.
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
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
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
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.
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 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 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessings
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: 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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
Current Hour:
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.
Hours Remaining: 20
Hourglass
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
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 Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
The Midwife
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Location #1: Cave
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Valeros/skizzerz, Seelah/NathanDavis, Kyra/Maelwys, Lem/Yewstance, None
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
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
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Ser Seelah |
Off-turn: Top Deck once for Lem and thrice for Valeros. Recharge FORTIFIED SHELL ARMOR, BLESSING OF ZON-KUTHON, BLESSING OF THE SPY (1), FULL PLATE. Draw MAGIC MITHRAL CHAIN MAIL to reduce combat damage to 0. Then display MAGIC MITHRAL CHAIN MAIL
Hour of the Snakebite
Give Card to Valeros: BATTLE ASPERGILLUM
Free Explore
Seelah notices a Poison Gas trap.
Top Deck Discard RIDING ALLOSAURUS. Lem recharges Burst of Adrenaline. Bury RUNEWELL’S ECHO
Craft 6+4: 1d4 + 1d6 + 1d6 + 1d12 ⇒ (1) + (2) + (6) + (2) = 11
With Lem's help and ghostly voice of immense power, Seelah creates a some protective masks to weather the gas.
Banish to recovery Detect Desires to examine Cave Card 2: Henchman Proxy A2.
The Dragon is returning!!
Seelah ends her turn.
Seelah attempts to recover all cards in her Recovery pile.
DETECT DESIRES: Seelah 8: 1d8 + 1 ⇒ (2) + 1 = 3 -> DETECT DESIRES discarded.
Seelah resets her hand.
Hand: FROST LONGSPEAR, OBJECT READING, RENEWAL, LION'S HELM,
Displayed: MAGIC MITHRAL CHAIN MAIL,
Deck: 5 Discard: 7 Buried: 1
"Current Location: Cave
Hero Points: 1"
"NOTES:
Other: Character Power: Top Deck all the time!"
On Kyra's turn: Display Renewal. Everyone draws one card. Seelah draws FORTIFIED SHELL ARMOR.
"
Hand: FROST LONGSPEAR, OBJECT READING, FORTIFIED SHELL ARMOR, LION'S HELM,
Displayed: MAGIC MITHRAL CHAIN MAIL, RENEWAL,
Deck: 4 Discard: 7 Buried: 1
Current Location: Cave
Hero Points: 1
NOTES:
Available Support: Use OBJECT READING after we encounter the next card.
Other: Character Power: Recharge FORTIFIED SHELL ARMOR then Top Deck all the time!
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2
[X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an arm;or or the top card of your deck to add 1d4 (☑ 1d6) and the Magic trait. (☑ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(☑ You may also do so if you would discard a spell for this power.)
After we encounter the dragon, Seelah requests use of the Staff of Minor Healing.
After we encounter the next card, Seelah will use Object Reading and arrange cards according to part consensus.
Gave Card to Valeros: BATTLE ASPERGILLUM
Recharged Lem's Burst of Adrenaline.
EVERYONE MAY DRAW A CARD
Banished Cave 1. Examined Cave 2, it was a dragon.
Lem, the Fratricidal |
OFF-TURN:
Valeros' Turn: Lem reveals Ring of Protection to ignore BA damage.
Volcanic Storm is sent to Recovery.
Lem recharges Rapier.
Lem attempts to recover all cards in his Recovery pile.
Volcanic Storm: Arcane 13 (Evangelist): 1d10 + 3 + 1 ⇒ (9) + 3 + 1 = 13 -> Volcanic Storm recharged.
Seelah's Turn: Lem recharges Burst of Adrenaline.
Lem draws Burst of Adrenaline.
"
Hand: Invisibility (Core), Ring of Protection, Evangelist, Dagger, Inflict Pain, Quick-Change Mask,
Displayed: Gambeson, Cockroach Coat,
Deck: 10 Discard: 0 Buried: 1
Favored Card: Armor
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
Note that I've re-arranged my preferred cards to recharge: I'd like to have Dagger/Inflict Pain/Quick-Change Mask in my hand so I can deal with combat or noncombat on my turn.
Other: Since we know the Dragon's coming up; I've made my BA check in a spoiler below.
Middle of Deck (Unknown Order): 0
Recharged: Fencer, Blessing of Bastet, Blessing of Maat, Lookout, Cure (Core), Sharper, Deathgrip (Core), Rapier (Core), Volcanic Storm, Burst of Adrenaline,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Choose 1 Card Type
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☑ 1d6).
At the end of your turn, you may discard (☐ or recharge) a card to recharge (☐ or to shuffle into your deck) a card from your discards.
☐ At the start of your turn, you may draw a card (☐ or 2 cards).
☐ On your (☐ or a local) check, after the roll, you may bury a card from your discards to add 1d4.
☐ Before a local character discards cards as damage, you may discard a spell or a blessing to heal that character 2 (☐ 1d4+1) cards.
Acrobatics 9 (Evangelist, Seelah, Cockroach Coat): 1d8 + 1 + 1 + 1d6 + 1d4 ⇒ (4) + 1 + 1 + (2) + (2) = 10 -> Pass!
skizzerz - Valeros |
Off-turn: receive Battle Aspergillum, draw Blessing of the Samurai. Spoilered my BA check against Dragon below. When Dragon is encountered, I display Banner (add 1 to Combat checks).
Hand: Ring of Evasion, Banner, Katana +1, Shieldsplitter Lance, Staff of Minor Healing, Battle Aspergillum, Blessing of the Samurai,
Displayed:
Deck: 7 Discard: 5 Buried: 0
Current Location: Cave
Hero Points: 0
NOTES:
Available Support: Free to use: Blessings, Staff of Minor Healing
Banner will be displayed on first opportunity: add 1 to Combat checks until a check to defeat a bane is failed.
Character power, in order: Battle Aspergillum (recharge), Shieldsplitter Lance (reload), Katana +1 (reload)
Ask before using: N/A
Movement: Move me with group
Other: 3B: Playmat available, Paizo reroll used
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy)(☐ or your Strength of Constitution) check, you may reload or recharge a weapon or an armor (☐ or a Liquid boon) to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor (☐ or a Liquid boon) from your hand or discards.
You may avenge by discarding (☐ or recharging)(☐ or revealing) a card. (☐ You may do the same to reduce damage you suffer during that encounter by 3.)
☐ When you move during your move step, you may move to a random other location; if you do, heal a card, then draw a card.
☑ You are proficient with Liquids. On your checks to acquire or recharge Liquid boons, add 1d12.
After the Dragon encounter is over, if anyone is Wounded, I'll play Staff of Minor Healing on them to get rid of it. If nobody is Wounded, I will play the Staff of Minor Healing on Seelah so she heals a card.
Ser Seelah |
BA: Top Decks from Lem, Valeros, probably Kyra, and myself: BLESSING OF ZON-KUTHON, BLESSING OF THE SPY (1), FULL PLATE, and BLESSING OF ZON-KUTHON again. Lem recharges Invisibility (Core) for Valeros and Ring of Protection for Seelah
Dexterity Divine 5+4: 1d8 + 1 + 1d6 + 1d6 ⇒ (3) + 1 + (6) + (6) = 16
After Dragon, will use Object Reading to Examine and arrange next three cards and request the use of the Staff of Minor Healing.
Kyra - Maelwys |
Off-turn, display and recharge Voidglass armor to prevent damage from the Troll.
Turn 15, under the Sands of the Hourglass, these are the days of our lives.
Seelah's Renewal: Draw 1 card (Cure)
Do a little dance to avoid the Keys
Free Exploration - Cave #2: Dragon
Random Peril: 1d4 ⇒ 2 - Deadly (damage is increased by 1)
Dragon rolls Acid
BYA - Cast Fire Snake. Ask Seelah to topdeck.
BYA - Acrobatics 9: 1d10 + 5 + 1d6 ⇒ (6) + 5 + (2) = 13 - Success
Combat - Cast Holy Javelin.
Harrow of Books: 1d6 ⇒ 6
Discard Blessing of the Dawnflower and Blessing of Abadar to bless twice. Seelah Topdecks. Valeros recharges Aspergillum. +1 Banner
Check to Defeat - Combat 16+8+6=30: 3d10 + 5 + 2d12 + 1d6 + 1d6 + 1 ⇒ (8, 5, 2) + 5 + (1, 1) + (3) + (2) + 1 = 28
Use a Hero Point to reroll that mess.
Check to Defeat - Combat 16+8+6=30: 3d10 + 5 + 2d12 + 1d6 + 1d6 + 1 ⇒ (4, 8, 5) + 5 + (3, 5) + (6) + (1) + 1 = 38 - Defeated
After being warned that the dragon is up ahead again, Kyra creeps forward to try her new spell. After raising a quick flaming umbrella to burn off any acid the dragon tries to spray at her, she hurls a powerful bolt of holy magic at it... to see it fizzle against the dragons scale. Deciding that her heart was clearly not in it, she recalls all the successful journeys that her and her friends have been on together so far, drawing strength from their fellowship, recalling all of the holy blessings of the paladin and the battle strategies that the fighter had shared with her... she powers up once more, chooses the perfect target, and once again strikes...
... and this time she finds a weak spot in the armor and manages to drive the dragon away. He's angry. And he'll definitely return, one last time to settle this score once and for all. But for the moment at least, he's been driven back to lick his wounds and wait for the final meeting when they arrive at last in his lair.
And time for her to tend to their group's wounds as well. She turns and heals the Paladin before stopping to take a swig from her wineskin. That encounter took a lot out of her...
End of turn.
Check to Recover: Fire Snake - Divine 8: 1d10 + 5 ⇒ (8) + 5 = 13 - Recharged
Check to Recover: Holy Javelin - Divine 10: 1d10 + 5 ⇒ (1) + 5 = 6 - Discarded
Check to Recover: Cure - Divine 8: 1d10 + 5 ⇒ (5) + 5 = 10 - Recharged
Draw 5 to reset my hand.
Hand: Mace, Electrified Web, Holy Water, Wand of Detect Magic, Surgeon, Chronicler, Blessing of the Spellbound #2,
Displayed:
Deck: 3 Discard: 7 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use a Blessing if you need it.
Movement: Stick with the group
Other: Shirt reroll used for 3B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1
Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
Seelah topdecks twice, then can heal 1d4+1 cards.
Valeros recharges Aspergellum and displays Banner.
I'll use Surgeon on myself next turn if nobody is in critical need before then.
Ser Seelah |
Top Deck: BLESSING OF THE SPY (1)
Cure, Heal Cards: 1d4 + 1 ⇒ (4) + 1 = 5
SHARPER, CAPTAIN'S CUTLASS, DETECT DESIRES, WYRMSMITE, and QUICK-CHANGE MASK
The other healings can go to Kyra!
Recovery Object Reading: Examine:
Cave Card 3: Red Mantis Ambush
Cave Card 4: Spiked Breastplate
Cave Card 5: Mimic
I think it should probably go 5, 3, 4.
Seelah ends her turn.
Recovery: Recharge FORTIFIED SHELL ARMOR
Seelah attempts to recover all cards in her Recovery pile.
OBJECT READING: Seelah 11: 1d8 + 1 + 1d6 ⇒ (7) + 1 + (2) = 10 -> OBJECT READING discarded. so close.
Seelah resets her hand.
Hand: FROST LONGSPEAR, LION'S HELM,
Displayed: MAGIC MITHRAL CHAIN MAIL, RENEWAL,
Deck: 10 Discard: 3 Buried: 1
Current Location: Cave
Hero Points: 1
NOTES:
Other: Character Power: Top Deck all the time!
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2
[X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an arm;or or the top card of your deck to add 1d4 (☑ 1d6) and the Magic trait. (☑ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(☑ You may also do so if you would discard a spell for this power.)
Lem, the Fratricidal |
OFF-TURN:
Kyra's Turn: Lem recharges Invisibility (Core).
Lem recharges Ring of Protection.
========================
Lem starts his turn.
Hour (1=Random Blessing): 1d20 ⇒ 3 -> Hourglass Card 3 Valeros/skizzerz: The Twin
Hour Power: On your check, the first item or ally played is played freely.
Lem moves to the Cave.
Free exploration:
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Lem recharges Dagger to add 1d6, and reveals Evangelist as always.
Perception/Diplomacy 9 (Lem, Evangelist): 1d10 + 5 + 1d6 + 1 ⇒ (9) + 5 + (5) + 1 = 20 -> Pass.
Defeated.
Seelah's holy magic fills the area; warning the party that things are not as they appear. Her magic identifies an ambush lying in wait, and a Mimic disguising itself amongst the Dragon's treasures.
Not trusting Valeros not to stumble into it's toothy maw, Lem quickly identifies the creature from the subtle oddities of its appearance, then traps it in a magical webbing spell that should keep it contained for the duration of their time in the caves.
Lem ends his turn.
Lem resets his hand.
Hand: Fencer, Cure (Core), Sharper, Inflict Pain, Lookout, Evangelist, Blessing of Maat, Blessing of Bastet,
Displayed: Gambeson, Cockroach Coat,
Deck: 8 Discard: 0 Buried: 1
Favored Card: Armor
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
All of my cards free to use! Healing, combat support, post-roll blessings! You can also recharge Evangelist to add 1d4 to a good cause, if needed.
Other: If Lem has to encounter a monster from Red Mantis Ambush, he'll evade it with Cockroach Coat.Lem will discard Blessing of Bastet off-turn to encounter the Spiked Breastplate, then reveal Sharper to replace it with a random armor - just in case we can get something good. Please bot him as necessary.
Middle of Deck (Unknown Order): 0
Recharged: Deathgrip (Core), Rapier (Core), Volcanic Storm, Burst of Adrenaline, Invisibility (Core), Ring of Protection, Quick-Change Mask, Dagger,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Choose 1 Card Type
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☑ 1d6).
At the end of your turn, you may discard (☐ or recharge) a card to recharge (☐ or to shuffle into your deck) a card from your discards.
☐ At the start of your turn, you may draw a card (☐ or 2 cards).
☐ On your (☐ or a local) check, after the roll, you may bury a card from your discards to add 1d4.
☐ Before a local character discards cards as damage, you may discard a spell or a blessing to heal that character 2 (☐ 1d4+1) cards.
skizzerz - Valeros |
Off-turn: recharge Battle Aspergillum, display Banner, recharge Staff of Minor Healing to heal Kyra 1 card.
Hour (3=Random Blessing): 1d19 + 1 ⇒ (7) + 1 = 8 Hourglass Card 8: Lamashtu's Madness.
Give a card: Giving Ring of Evasion to Kyra.
Dance a little jig, then explore card 3: Red Mantis Ambush. Random Other Character (Kyra, Lem, Seelah): 1d3 ⇒ 1 Kyra summons and encounters Red Mantis Assassin. I suggest evading it by recharging the shiny Ring of Evasion that I just handed to you :). Lem summons and encounters Ashwing Gargoyle, which he evades by recharging Cockroach Coat.
BA: Lem recharges Fencer and Seelah topdecks. Hour adds 1. Wisdom 4+4=8: 3d6 + 1 ⇒ (3, 1, 1) + 1 = 6 Yikes. DC is increased by 1d6 ⇒ 4.
Combat: Reveal Katana +1, reload Shieldsplitter Lance for a d6. Banner adds 1 and Hour adds 1. Seelah topdecks. I recharge Blessing of the Samurai to bless. Combat 10+4+4+4=22: 2d10 + 1d8 + 7 + 2d6 ⇒ (7, 3) + (8) + 7 + (4, 5) = 34 Defeated, barrier is banished.
Lem discards Blessing of Bastet to examine and encounter the top card of Caves: Card 4 Spiked Breastplate. Botting check per Notes. Lem reveals Evangelist and recharges Lookout and Seelah topdecks. Probably overkill but whatever. Constitution 6: 1d8 + 2d6 + 1 ⇒ (3) + (1, 4) + 1 = 9 Lem reveals Sharper to banish Spiked Breastplate and draw Random Armor 1: Lion's Helm (nice!)
With advanced warning of the ambush, Lem, Kyra, and Valeros came up with a plan to split them up and make it easier to take them on. They went out into the open as and were jumped by two strange assassins wearing red garb and wielding sawtooth sabers as well as a gargoyle. Lem and Kyra each attracted the attention of one of the enemies and led them off on a merry chase through the caves, using their evasive items to throw them off the trail and get them lost in the twisting passages. Meanwhile, Valeros focuses on the remaining one and swings hard with his katana, taking him out with ease. Lem and Kyra rejoining him confirm that the other two have been avoided and the party moves further into the caves. Lem seems to have found a shiny helm as well while running, which was a nice bonus.
Hand: Shieldsplitter Lance, Camel, Katana +1, Chain Mail, Champion's Do-Maru,
Displayed: Banner,
Deck: 7 Discard: 5 Buried: 0
Current Location: Cave
Hero Points: 0
NOTES:
Available Support: Free to use: Blessings
Banner displayed: add 1 to Combat checks until a check to defeat a bane is failed.
Character power, in order: Chain Mail (recharge), Shieldsplitter Lance (recharge), Champion's Do-Maru (reload), Katana +1 (reload)
Ask before using: N/A
Movement: Move me with group
Other: 3B: Playmat available, Paizo reroll used
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy)(☐ or your Strength of Constitution) check, you may reload or recharge a weapon or an armor (☐ or a Liquid boon) to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor (☐ or a Liquid boon) from your hand or discards.
You may avenge by discarding (☐ or recharging)(☐ or revealing) a card. (☐ You may do the same to reduce damage you suffer during that encounter by 3.)
☐ When you move during your move step, you may move to a random other location; if you do, heal a card, then draw a card.
☑ You are proficient with Liquids. On your checks to acquire or recharge Liquid boons, add 1d12.
Lem, the Fratricidal |
Nice draw on the Lion's Helm!
OFF-TURN:
Valeros' Turn: Lem recharges Cockroach Coat.
Lem recharges Fencer.
Lem discards Blessing of Bastet.
Lem recharges Lookout.
Lem draws Lion's Helm.
Hand: Cure (Core), Sharper, Inflict Pain, Lion's Helm, Evangelist, Blessing of Maat,
Displayed: Gambeson,
Deck: 11 Discard: 1 Buried: 1
"Favored Card: Armor
Hero Points: 1"
"NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
All of my cards free to use! Healing, combat support, post-roll blessings! You can also recharge Evangelist to add 1d4 to a good cause, if needed."
BR redeux |
During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 3A - The Monastery of Saint Kyerixus Completed
• 3B - Dragonslayers In Progress
• 3C - The Wandering Way
During This Scenario: • Set up: After building the location, if you have 3 or more characters, add new cards to it using the card list on the location L air. If you have 5 or more characters, also add new cards using the card list on the location Library.
• Set up: When preparing the story banes, set aside the story bane Dragon (Aeteperax). Make the story bane stack with 1 villain proxy plus a number of henchmen proxies equal to 2 plus half the number of characters (rounded down); shuffle the entire stack into the Caves.
• Set up: For each henchman putinto the henchman pile during 3A Two henchmen, , choose and mark 1 wildcard on The Perils; marked wildcards cannot be applied during this scenario. Marked off Confusing/Wearisome
• The Caves cannot be closed.
• When you would suffer Fire damage, suffer Acid damage instead.
• When you would encounter a proxy, first apply a random unmarked wildcard from the Perils; stop applying any other wildcard from the Perils. Then encounter the Dragon instead of the proxy; the Dragon always rolls Acid. Peril Wildcards (click) are: 1. Ablaze, 2. Deadly, 3. Hostile, 4 Unhallowed
• When the Dragon would be defeated, stop applying all wildcards from the Perils. Then, if there are 3 or more cards in the location, the Dragon is undefeated. Shuffle a new blessing into the hourglass, then if you encountered a villain proxy, put that proxy on the bottom of the location; if you encountered a henchman proxy, banish it.
• To win, defeat the The Dragon.
• Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
• Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
• Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
• Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.
• Desperate: When you encounter a boon and do not acquire it, discard a card.
Danger: Rescue
Villain: None
Henchmen (closing): None
Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.
Core Story Bane 3
Traits: Dragon Veteran
To Defeat: Combat 16+## OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Additional Rules: Respect Points: 1
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
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."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."
Scenario Level (#): 3
Turn: 18, Seelah/NathanDavis
Monsters
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.
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.
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Barriers
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Weapons
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 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.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
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 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Force
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Armors
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 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:
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 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 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
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.
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:
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:
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.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Allies
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
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
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hour Power: At the start of your turn, summon and encounter an ally.
Current Hour:
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.
Hours Remaining: 17
Hourglass
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
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 Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
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.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The 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.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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 Midwife
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.
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.
Location #1: Cave
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Valeros/skizzerz, Seelah/NathanDavis, Kyra/Maelwys, Lem/Yewstance, None
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Ser Seelah |
Off Turn: Top Deck Discard QUICK-CHANGE MASK and CAPTAIN'S CUTLASS. Top Deck Recharge BLESSING OF THE SPY (1)
The Hour of The Marriage.
Summon and encounter Riding Allosaurus
Charisma 14: 1d8 + 1 ⇒ (3) + 1 = 4
Seelah thinks she sees an Allosaurus but it's just her imagination.
Free Explore
Seelah prepares for the last fight with the Dragon, picking up a Maiden's Helm.
Recharge LION'S HELM and Lem's Cure
Diplomacy 10: 1d8 + 3 + 1d6 + 1d6 ⇒ (3) + 3 + (4) + (1) = 11
It fits perfectly.
Seelah ends her turn.
Seelah attempts to recover all cards in her Recovery pile.
RENEWAL: Seelah 11: 1d8 + 1 ⇒ (6) + 1 = 7 -> RENEWAL discarded.
Seelah resets her hand.
Hand: FROST LONGSPEAR, MAIDEN'S HELM, DETECT DESIRES, SHARPER,
Displayed: MAGIC MITHRAL CHAIN MAIL,
Deck: 8 Discard: 6 Buried: 1
Current Location: Cave
Hero Points: 1
NOTES:
Other: Character Power: Top Deck all the time!
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2
[X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an arm;or or the top card of your deck to add 1d4 (☑ 1d6) and the Magic trait. (☑ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(☑ You may also do so if you would discard a spell for this power.)
Recharged Lem's Cure.
Acquired Cave 1
Kyra - Maelwys |
Off-turn, healed 1 from Staff of Minor Healing (Wall of Light). Deck shuffled.
Turn 19, under Lamashtu's Madness
On your check against a monster, add 1. Damage suffered from monsters is increased by 1.
Move around in circles, and then explore.
Free Exploration - Cave #2: Dragon
Cast Electrified Web to allow another character to encounter the Dragon instead. All checks against the dragon gain +5.
Peril: 1d4 ⇒ 4 - Unhallowed
BYA - +5 Web, +1 Hour, +1d6 Seelah topdeck.
BYA - Acrobatics 9: 1d4 + 5 + 1 + 1d6 ⇒ (2) + 5 + 1 + (3) = 11 - Passed
As they finally approach the dragons lair, Kyra steps in first. As expected, it's sitting on its pile of treasure. It knew they were coming, and is waiting here to defend...
What it wasn't expecting was for the cleric to be the first one to enter the room. "Not one of your fighter friends? They sent you as bait?" he intones.
Kyra responds by hurling a quick spell at the dragon. Before it can even raise its head off its treasure, a net of crackling electricity surrounds it, pinning it to the ground. Helpless, and immobile...
Pausing for BYA checks from everybody else. And so Lem and Val can fight over who gets to deal with this thing. ;-)
skizzerz - Valeros |
BA check: Seelah topdecks, Electrified Web adds 5 and the hour adds 1. Reveal Champion's Do-Maru for an additional 1, making this automatic. Dexterity 5+4=9: 1d8 + 7 + 1d6 ⇒ (4) + 7 + (1) = 12 Passed.
If I were to take the combat, it'd be DC 25-30 depending on Harrow of Books. I would reveal and additionally discard Shieldsplitter Lance, revealing Camel for the extra bonus (1d10+2d8+1d6+6). From static bonuses, Banner adds 1, Hour adds 1, Electrified Web adds 5, and Champion's Do-Maru adds 1 (1d10+2d8+1d6+14). I would recharge Chain Mail for my power for another 1d6 and Seelah would topdeck (1d10+2d8+3d6+14). Lem would play Inflict Pain and recharge Evangelist (2d10+2d8+3d6+1d4+17). Kyra would bury Blessing of the Spellbound (3d10+2d8+3d6+1d4+17). This gives me a minimum roll of 26 and over a 99.99% chance to get 30. Average roll is 55.5 (85-113% overkill) and maximum is 85 (183-227% overkill). If I used Maat instead of Spellbound, my minimum roll increases 28, but my average roll decreases by to 53 (77-104% overkill) and maximum decreases to 78 (160-200% overkill).
If Lem were to take the diplomacy, it'd be DC 16. Lem's base is 1d10+5. Static bonuses from the Hour and Electrified Web add a further 6 (1d10+11). Lem would recharge something that isn't Evangelist and Seelah would topdeck (1d10+2d6+11). Lem would recharge Evangelist and Seelah would play Detect Desires (1d10+3d6+1d4+13). Kyra would bury Spellbound (2d10+3d6+1d4+13). This leads to a minimum of 19 (19% overkill), average of 37 (131% overkill) and maximum of 55 (244% overkill).
Legendary Schmedgendary.
Ser Seelah |
Recharge Maiden's Helm. Electrified Web and Hour
Dexterity Divine 5+4: 1d8 + 1 + 1d6 + 6 ⇒ (5) + 1 + (5) + 6 = 17
Lem, the Fratricidal |
OFF-TURN:
Kyra's Turn: Lem attempts the BA check against the Dragon. No need to spend any actual resource here.
BA: Acrobatics 9 (Electrified Web, Hour, Evangelist): 1d8 + 1 + 5 + 1 + 1 ⇒ (5) + 1 + 5 + 1 + 1 = 13 -> Autopass.
skizzerz - Valeros |
Per Hangouts, I'll be taking the Combat. Doing everything I just mentioned in my above post. Harrow of Books: 1d6 ⇒ 6 DC 30.
Combat 16+4+4+6=30: 3d10 + 2d8 + 3d6 + 1d4 + 17 ⇒ (4, 6, 8) + (2, 1) + (4, 4, 5) + (1) + 17 = 52
With the dragon incapacitated, the remainder of the party rushes in. Valeros charges in riding a formerly-caged camel from an adjacent cavern while Lem casts a damaging spell and Seelah bolsters him with Iomedae's justice.
The dragon manages to resist the electrifying webbing enough to open its maw one final time to send out acid, and Valeros charges partially into it, sinking his lance through the soft flesh on the inside of the dragon's mouth, shattering his jawbone and piercing his brain.
Valeros emerges triumphantly. He grabs some of the coin from the dragon's hoard and smiles. "Let's grab some stuff then head back to town for some drinks!"
Yewstance |
"Let this be memorialized as a lesson," says Baroness Devy upon your return. "Belhaim does not fall before dragons." The bards of Shelyn and Abadar hastily compose poems to spread the word. No more will those with wyrm blood take the risk of flying overhead. For one place, one time, the citizens do not fear the demands of dragons.
For you, it may be time to leave Belhaim behind. It will always face dangers, of course. You can visit anytime you like for those. But there's a big, beautiful Golarion out there, and it always welcomes dragonslayers.
BR redeux |
3C The Wandering Way
"Let me guess," you say. "The citizens of Belhaim face a danger none of you can overcome on your own. It's the kind of danger that only heroes like us can expunge from your domains."
"Why, yes, that's assuredly correct, " she says. "Please, join me for a goblet at the Wise Piper and I shall tell you of the tidings that await your valor this day."
Pick theme: 1d4 ⇒ 4 Wild
Scenario type: 1d6 ⇒ 6 Survive the Siege
Location list
I did this by hand so hope i didn't miss one
1 campsite
2 cave
3 cinderlands
4 cliff
5 dunes
6 farm
7 fishery
8 forest
9 glade
10 island
11 lair
12 mountain
13 pits
14 ravine
15 river
16 slaughterhouse
17 spidernest
18 swamp
19 thicket
20 trail
Location: 5d20 ⇒ (6, 11, 4, 16, 16) = 53farm, lair, cliff, slaughterhouse
location reroll 16: 1d20 ⇒ 9 glade
story bane list
I excluded any non-veterans because that would be too easy. So Veteran AD1-3, and all AD4 are in the pool
1 rescue
2 bandit
3 chemist
4 collapse
5 ancient skeleton
6 animated object
7 clockwork guardian
8 cultist
9 drake
10 elemental
11 goblin marauder
12 green faith druid
13 grioth
14 inferno trap
15 kobold champion
16 kobold sorcerer
17 mysterious relic
18 planar rift
19 shae
20 wight
21 witness
22 zombie minions
23 mummy
24 vampire
25 wraith
26 dragon
27 lich
28 monstrous spider
29 rioting mob
30 thug
31 evidence
32 boggard champion
33 gray maiden guard
34 plague zombie
35 inferno
36 red mantis assassin
37 ashwing gargoyle AD4
38 cinderlander AD4
39 cindermaw AD4
40 cinnabar AD4
41 pack landshark AD4
42 red reaver AD4
Danger: 1d42 ⇒ 20 Wight
Proxy A: 1d42 ⇒ 32 Boggard Champion
Non-closing Henchman: 5d42 ⇒ (24, 9, 39, 41, 26) = 139 Vampire, Drake, Cindermaw, Pack Landshark, Dragon
Wildcards: 5d18 ⇒ (7, 17, 3, 8, 8) = 43 Hostile Not relevant for siege scenario Harrow of Shields, Confusing, Impoverished,
reroll 7 and 8: 2d18 ⇒ (3, 3) = 6 Confusing
reroll 3: 2d18 ⇒ (1, 7) = 8Ablaze
Reroll 7: 1d18 ⇒ 14Harrow of crowns
During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 3A - The Monastery of Saint Kyerixus Completed
• 3B - Dragonslayers Completed
• 3C - The Wandering Way In Progress
During This Scenario: • Set up: Choose a number of wild locations equal to number of characters +1.
• Set up: Choose a number of story banes equal to the number of characters +3. Choose 1 to be the danger, and set 1 aside as a non-closing henchman-Proxy A. Shuffle the rest into a nonclosing henchman pile
• Set up: When building the locations, set aside the banes in a siege pile, then shuffle in the henchman pile and a number of Proxy A's equal to the number of characters.
• Set up: Add 2 wildcards
• When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
• When using a power that examines cards, you may treat the siege pile as your location.
• When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
• If the last location closes, you lose.
• To win, empty the siege pile.
• Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
• Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
• Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
• Confusing: After you reset, shuffle a random card into your deck.
• Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
• Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
• Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Danger: Wight
Villain: None
Henchmen (closing): None
Henchmen (non-closing): Boggard Champion--Proxy A, Vampire, Drake, Cindermaw, Pack Landshark, Dragon
CotCT Story Bane 2
Traits: Aquatic Barbarian Boggard Veteran
To Defeat: Combat 11+##
If you are at an Aquatic location, the difficulty to defeat is increased by 1d12. If undefeated, bury a random card from your discards and suffer the scourge Frightened.
Core Story Bane 1
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
Additional Rules: Respect Points: 1
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
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."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."
Scenario Level (#): 3
Turn: 1, Valeros/skizzerz
Monsters
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
CotCT
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Barriers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Barrier 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.
Weapons
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 0
Traits:
Chain
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Core
Weapon 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.
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.
Spells
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
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 0
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. 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 6 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 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
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 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
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
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
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Items
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
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
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.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Allies
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Core
Ally 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.
CotCT
Ally 1
Traits:
Human
Aristocrat
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.
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.
Blessings
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: 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: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hour Power: No effect.
Current Hour:
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.
Hours Remaining: 29
Hourglass
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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 Midwife
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.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
The 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.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The 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.
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
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.
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.
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 Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
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.
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.
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 First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
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.
The Tyrant
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.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
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.
Siege Deck
M: 16 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 9
Cindermaw
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
Vampire
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Dragon
Core
Story Bane 3
Type: Monster
Traits:
Dragon
Veteran
To Defeat:
Combat 16+##
OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Mimic
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Dire Boar
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.
Xenarth
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Dire Badger
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.
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Termite Swarm
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.
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Pack Landshark
CotCT
Story Bane 4
Type: Monster
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, move to this monster's location and encounter it.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Ghost
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.
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Swamp Ooze
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.
Drake
Core
Story Bane 1
Type: Monster
Traits:
Dragon
Veteran
To Defeat:
Combat 10+##
THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
Dire Rat
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.
Tangle of Debris
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
Acid-spraying Skull
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.
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Location #1: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
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.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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 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
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 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #3: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Core
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
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Location #4: 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: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
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
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
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
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Location #5: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
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
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
skizzerz - Valeros |
Starting at Farm. Starting hand is Tankard, Blessing of Shax, Staff of Minor Healing, Chain Mail, Wakizashi. Then drawing 3 and burying 3 to Impoverished: draw Mountain Pattern Armor, Blessing of the Samurai, Blessing of Shizuru and bury Tankard, Mountain Pattern Armor, and Blessing of Shax.
The Baroness continues, "It seems in the intervening period that the four of you has slain Szangi, his other allies have not stood still. They are rampaging around the wilds surrounding Belhaim and setting it alight, effectively blockading us from caravans and supplies. Once they raze enough of the surrounding wilderness, it is almost certain they will set their sights on Belhaim itself next."
"Your mission is to help defend what's left and drive the invaders out. The last merchant caravan that just barely made it in, with half of her wagon on fire, has claimed that she saw a dragon among them. Since you already have experience slaying dragons, I'm sure you'll do just fine though. Best of luck out there, and be careful of the fires!"
Given the gravity of the situation, the party agrees to split up a bit to better defend the town and its surrounding wilderness. Valeros even leaves behind his tankard of beer, still half full. He hopes that the others realize just how much of a sacrifice he's making for this cause.
With that, Valeros makes his way to a nearby farm in the path of the flames. Its residents have already evacuated, but the farmhouse and pens will make for somewhat defensible ground. This, Valeros hopes, will force the enemy to come to them rather than the party being assaulted from the sky or having to wade into the conflagration.
Hand: Blessing of the Samurai, Blessing of Shizuru, Staff of Minor Healing, Chain Mail, Wakizashi,
Displayed:
Deck: 10 Discard: 0 Buried: 3
Current Location: Farm
Hero Points: 0
NOTES:
Available Support: Free to use: Blessings, Staff of Minor Healing
Character power, in order: Chain Mail (reload), Wakizashi (reload)
Ask before using: N/A
Movement: Move me with group
Other: 3C: Playmat available, Paizo reroll available
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy)(☐ or your Strength of Constitution) check, you may reload or recharge a weapon or an armor (☐ or a Liquid boon) to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor (☐ or a Liquid boon) from your hand or discards.
You may avenge by discarding (☐ or recharging)(☐ or revealing) a card. (☐ You may do the same to reduce damage you suffer during that encounter by 3.)
☐ When you move during your move step, you may move to a random other location; if you do, heal a card, then draw a card.
☑ You are proficient with Liquids. On your checks to acquire or recharge Liquid boons, add 1d12.
Kyra - Maelwys |
Starting in the Glade.
After drawing opening hand, drew Morningstar +1, Chronicler, and Wall of Light. Then buried Djinni Quarterstaff, Chronicler, and Wand of Detect Magic from hand.
Hand: Morningstar +1, Electrified Web, Holy Javelin, Wall of Light, Voidglass Armor, Holy Water, Blessing of Gorum,
Displayed:
Deck: 8 Discard: 0 Buried: 3
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use a Blessing if you need it.
Movement: Stick with the group
Other: Shirt reroll used for 3B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
Ser Seelah |
WYRMSMITE replaces LONGSWORD. LION'S HELM replaces FORTIFIED SHELL ARMOR. RIDING ALLOSAURUS replaces SHARPER
Seelah joins Kyra at the Glade.
Hand: BATTLE ASPERGILLUM, MASQUE, OBJECT READING, RUNEWELL’S ECHO,
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Current Location: Cave
Hero Points: 1"
"NOTES:
Other: Character Power: Top Deck all the time!"
Impoverished: Draw RIDING ALLOSAURUS, BLESSING OF THE SPY (1), LION'S HELM. Bury RIDING ALLOSAURUS, OBJECT READING, MASQUE
Hand: BATTLE ASPERGILLUM, LION'S HELM, RUNEWELL’S ECHO, BLESSING OF THE SPY (1),
Displayed:
Deck: 10 Discard: 0 Buried: 3
Current Location: Glade
Hero Points: 1
NOTES:
Available Support: Blessing Available.
Other: Character Power: Top Deck all the time!
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2
[X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an arm;or or the top card of your deck to add 1d4 (☑ 1d6) and the Magic trait. (☑ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(☑ You may also do so if you would discard a spell for this power.)
Lem, the Fratricidal |
You know, secretly, I really like the Impoverished Wildcard. Since it's so rare that I slip below 3 cards in deck with most of my characters, I honestly just consider it more upside than downside - getting to 'cut' the worst 3 boons in my deck (hopefully) and draw a much stronger starting hand.
It's the Deckbuilding Game player in me, I suppose.
=================================
Lem looks uncharacteristically nervous, despite their recent triumph over Szangi. How many dragons can one small town draw the ire of at once?
Lem accompanies Valeros to the nearby farmsteads, surprised by the seriousness to which the former mercenary was taking his duties this time - especially as Lem admits to himself how much he could use a drink right now. To take his mind off the continued state of peril, Lem tries whistling out a song that will work with the lyrics he has in mind celebrating Szangi's defeat.
LOOT: Candle of Comity -> Ring of Protection
(The candle's main value of buying a turn is hardly our concern in this scenario.)
Lem starts at the Farm.
Lem chooses Armor as his favored card type, then draws his starting hand.
Hand: Rapier (Core), Inflict Pain, Invisibility (Core), Blessing of Asmodeus, Fencer, Create Mindscape, Gambeson, Ring of Protection,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Favored Card: Armor
Hero Points: 1
Impoverished: Lem draws three cards, then buries Lookout, Invisibility (Core) and Rapier (Core).
Hand: Inflict Pain, Blessing of Asmodeus, Blessing of Bastet, Fencer, Create Mindscape, Gambeson, Cockroach Coat, Ring of Protection,
Displayed:
Deck: 6 Discard: 0 Buried: 3
Favored Card: Armor
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement. Please do not recharge anything after Blessing of Bastet except for an emergency.
Inflict Pain - Freely add +1d10+4 and Mental to a local combat check
Blessing of Asmodeus - Discard to bless (I won't be using it's other power, most likely)
Blessing of Bastet - Recharge/Bury to reroll one/all local dice
Fencer - Recharge to let Lem encounter a monster for a local character
Create Mindscape - Display anywhere to add +1d4 to Int/Wis/Cha checks there for the scenario
Movement: N/A
Other: On my turn, I'll be displaying a few cards if they're not displayed earlier, and taking my free exploration with Fencer given to Valeros as backup. Please let me know if I can bot your Fencer'd encounter, Valeros.
Middle of Deck (Unknown Order): Sharper, Quick-Change Mask, Blessing of Maat, Evangelist, Deathgrip (Core), Cure (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Choose 1 Card Type
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☑ 1d6).
At the end of your turn, you may discard (☐ or recharge) a card to recharge (☐ or to shuffle into your deck) a card from your discards.
☐ At the start of your turn, you may draw a card (☐ or 2 cards).
☐ On your (☐ or a local) check, after the roll, you may bury a card from your discards to add 1d4.
☐ Before a local character discards cards as damage, you may discard a spell or a blessing to heal that character 2 (☐ 1d4+1) cards.
skizzerz - Valeros |
Hour of Incitation. Stay at Farm and explore.
Siege Deck 1: Cindermaw. For my BA, Lem recharges Inflict Pain. Dexterity 9: 1d8 + 1d6 ⇒ (1) + (6) = 7 Well that's a yikes. Using my Paizo reroll on that 1. Dexterity 9: 1d8 + 6 ⇒ (3) + 6 = 9 Good enough.
Botting Lem's BA check. Lem displays Cockroach Coat and recharges Blessing of Asmodeus. Acrobatics 9: 1d8 + 1 + 1d4 + 1d6 ⇒ (4) + 1 + (1) + (3) = 9 Passed.
For Combat, I reveal and additionally discard Wakizashi and recharge Blessing of Shizuru to bless twice. I reload Chain Mail for another d6. Combat 27: 3d10 + 1d6 + 2d4 + 4 + 1d6 ⇒ (1, 9, 9) + (2) + (2, 3) + 4 + (3) = 33 Defeated and banished. Recharge Staff of Minor Healing to heal my Wakizashi.
That fight took a lot out of me, but since Ablaze has a 50% chance to wipe my hand and make me bury my blessing anyway, I'll discard Blessing of the Samurai to explore. Never know, may be something easyish to beat.
Siege Deck 2: Vampire. Well... that is roughly the opposite of "easyish to beat." For the first combat check, requesting that Kyra discards Blessing of Gorum (which means Kyra will need to recharge another card due to Vampire's power). Combat 10+4+4=18: 3d10 + 4 ⇒ (6, 6, 8) + 4 = 24 Passed.
Asking Lem to take the second check, and botting for expediency. Lem takes the Divine check, and recharges Blessing of Bastet. Divine 9+4=13: 1d10 + 4 + 1d6 ⇒ (10) + 4 + (2) = 16 Vampire is defeated and banished.
Ending turn, burying my blessing from my discards due to empty hand and Harrow of Shields. Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1 No cards left to discard to damage, but the siege will cause the first cards of Farm and the 3 unoccupied locations to banish. After resetting my hand, randomly shuffling Scythe +1 into my deck.
Valeros and Lem took up a defensive position that would defend them from aerial assaults. What neither were expecting was an attack coming from underground, but that is exactly what happened as the ground beneath them started to shake violently. As they attempted to jump out of the way, a large worm with a toothy maw bursts from the ground, flames pouring from its mouth. Valeros was able to cut the thing down with his sword, but got it stuck in its hide.
This unfortunate circumstance was made all the more unfortunate by the reason why this beast was tunneling underground; a vampire was following a short distance behind in order to assault while avoiding sunlight! Weaponless, Valeros engaged in fisticuffs with the blood-sucking fiend while Lem recited some divine incantations. The duo were able to subdue it and bring it into the sunlight, where it promptly turned into dust.
Hand: Staff of Minor Healing, Blessing of Shizuru, Shieldsplitter Lance, Camel,
Displayed:
Deck: 10 Discard: 0 Buried: 4
Current Location: Farm
Hero Points: 0
NOTES:
Available Support: Free to use: Blessings, Staff of Minor Healing
Feel free to bot Valeros off-turn
Character power, in order: Shieldsplitter Lance (reload, use in emergencies only)
Ask before using: N/A
Movement: Move me with group
Other: 3C: Playmat available, Paizo reroll used
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy)(☐ or your Strength of Constitution) check, you may reload or recharge a weapon or an armor (☐ or a Liquid boon) to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor (☐ or a Liquid boon) from your hand or discards.
You may avenge by discarding (☐ or recharging)(☐ or revealing) a card. (☐ You may do the same to reduce damage you suffer during that encounter by 3.)
☐ When you move during your move step, you may move to a random other location; if you do, heal a card, then draw a card.
☑ You are proficient with Liquids. On your checks to acquire or recharge Liquid boons, add 1d12.
Lem displays Cockroach Coat.
Lem recharges Inflict Pain, Blessing of Asmodeus, and Blessing of Bastet.
Kyra discards Blessing of Gorum and must recharge another card.
Siege Deck #1 and #2 banished.
BR redeux |
During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 3A - The Monastery of Saint Kyerixus Completed
• 3B - Dragonslayers Completed
• 3C - The Wandering Way In Progress
During This Scenario: • Set up: Choose a number of wild locations equal to number of characters +1.
• Set up: Choose a number of story banes equal to the number of characters +3. Choose 1 to be the danger, and set 1 aside as a non-closing henchman-Proxy A. Shuffle the rest into a nonclosing henchman pile
• Set up: When building the locations, set aside the banes in a siege pile, then shuffle in the henchman pile and a number of Proxy A's equal to the number of characters.
• Set up: Add 2 wildcards
• When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
• When using a power that examines cards, you may treat the siege pile as your location.
• When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
• If the last location closes, you lose.
• To win, empty the siege pile.
• Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
• Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
• Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
• Confusing: After you reset, shuffle a random card into your deck.
• Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
• Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
• Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Danger: Wight
Villain: None
Henchmen (closing): None
Henchmen (non-closing): Boggard Champion--Proxy A, Vampire, Drake, Cindermaw, Pack Landshark, Dragon
CotCT Story Bane 2
Traits: Aquatic Barbarian Boggard Veteran
To Defeat: Combat 11+##
If you are at an Aquatic location, the difficulty to defeat is increased by 1d12.
If undefeated, bury a random card from your discards and suffer the scourge Frightened.
Core Story Bane 1
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Additional Rules: Respect Points: 1
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
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."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."
Scenario Level (#): 3
Turn: 2, Seelah/NathanDavis
Monsters
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
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:
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
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Weapons
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.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
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:
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.
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 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
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 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
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.
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 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 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.
Allies
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
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.
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.
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:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Blessings
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Core
Blessing 1
Traits:
Deity: 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: 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Current Hour:
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.
Hours Remaining: 28
Hourglass
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Midwife
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.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
The 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.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The 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.
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
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.
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.
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 Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
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.
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.
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 First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
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.
The Tyrant
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.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
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.
Siege Deck
M: 16 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 7
Dragon
Core
Story Bane 3
Type: Monster
Traits:
Dragon
Veteran
To Defeat:
Combat 16+##
OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Mimic
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Dire Boar
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.
Xenarth
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Dire Badger
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.
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Termite Swarm
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.
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Pack Landshark
CotCT
Story Bane 4
Type: Monster
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, move to this monster's location and encounter it.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Ghost
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.
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Swamp Ooze
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.
Drake
Core
Story Bane 1
Type: Monster
Traits:
Dragon
Veteran
To Defeat:
Combat 10+##
THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
Dire Rat
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.
Tangle of Debris
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
Acid-spraying Skull
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.
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Location #1: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Valeros/skizzerz, Lem/Yewstance, None
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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 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
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 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #3: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Core
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
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Location #4: 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: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
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
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
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
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Location #5: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Seelah/NathanDavis, Kyra/Maelwys, None
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
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
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Lem, the Fratricidal |
Off-turn hand update.
"
Hand: Fencer, Create Mindscape, Gambeson, Cockroach Coat, Ring of Protection,
Displayed:
Deck: 9 Discard: 0 Buried: 3
Favored Card: Armor
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement. Please do not recharge anything after Blessing of Bastet except for an emergency.
Fencer - Recharge to let Lem encounter a monster for a local character
Create Mindscape - Display anywhere to add +1d4 to Int/Wis/Cha checks there for the scenario
Movement: N/A
Other: On my turn, I'll be displaying a few cards if they're not displayed earlier, and taking my free exploration with Fencer as backup. Please let me know if I can bot your Fencer'd encounter, Valeros.Seelah/Kyra; don't forget to display my Create Mindscape whenever you want, since it's likely best at your location.
Middle of Deck (Unknown Order): Deathgrip (Core), Cure (Core), Quick-Change Mask, Blessing of Maat, Sharper, Blessing of Bastet, Evangelist
Recharged: Inflict Pain, Blessing of Asmodeus,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Choose 1 Card Type
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☑ 1d6).
At the end of your turn, you may discard (☐ or recharge) a card to recharge (☐ or to shuffle into your deck) a card from your discards.
☐ At the start of your turn, you may draw a card (☐ or 2 cards).
☐ On your (☐ or a local) check, after the roll, you may bury a card from your discards to add 1d4.
☐ Before a local character discards cards as damage, you may discard a spell or a blessing to heal that character 2 (☐ 1d4+1) cards.
Kyra - Maelwys |
Hand updated
Hand: Morningstar +1, Electrified Web, Holy Javelin, Holy Water,
Displayed: Voidglass Armor,
Deck: 9 Discard: 1 Buried: 3
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use a Blessing if you need it.
Movement: Stick with the group
Other: Shirt reroll used for 3B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
Ser Seelah |
The Hour of Torag's Power
Seelah exchanges a meaningful glance with Kyra. The Dragon was just the beginning.
Free Explore
The spirit of the Dragon looms as large as it did before!
Immunity: 1d4 ⇒ 3 Electricity
Top Deck Recharge SPIKED PLATE. Display Lem's Create Mindscape at Glade
BYA Dexterity Divine 5+4: 1d8 + 2 + 1d6 + 1d4 ⇒ (5) + 2 + (3) + (2) = 12
Pausing turn for Kyra's BYA.
Kyra - Maelwys |
Kyra can't do anything about the shock of electricity breath heading her way...
Electricity Damage: 1d4 ⇒ 3 - Bury Voidglass Armor to negate the damage.
Seelah topdecks for +1d6 to recharge check.
Check to Recharge: Voidglass Armor - Fortitude 6: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (6) = 11 - Recharged
Suffer the scourge Wounded.
Although Kyra is hit full on by the lightning, her Voidglass armor takes full force of the attack. It crackles and sparks a bit, and will need a few minutes to cool down and dissipate the charge, but it seems otherwise okay.
Hand: Morningstar +1, Electrified Web, Holy Javelin, Holy Water,
Displayed:
Deck: 10 Discard: 1 Buried: 3
Hero Points: 0 // Kyra has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use a Blessing if you need it.
Movement: Stick with the group
Other: Shirt reroll used for 3B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
Ser Seelah |
For Kyra, Top Deck Recharge BLESSING OF ZON-KUTHON. Reveal Battle Aspergillum. Top Deck Recharge DETECT DESIRES. Recharge Runewell's Echo and Valeros' Blessing of Shizuru (discards, but recharged by the hour. And Runewell's Echo allows another blessing)
Combat 16+8: 1d10 + 3 + 1d8 + 1d6 + 1d10 + 1d10 ⇒ (8) + 3 + (5) + (1) + (8) + (3) = 28
The electrified dragon remnant falls at Seelah's feet.
Discard Blessing of the Spy to Explore
Seelah spies a hidden threat in the form of a Mimic.
Top Deck Discard CAPTAIN'S CUTLASS. Mindscape and BotS in effec
Wisdom 9: 1d6 + 1d6 + 1d6 + 1d4 ⇒ (4) + (4) + (3) + (3) = 14
Seelah's able warn others away from it.
End of Turn Ablaze Fire Damage: 1d4 - 2 ⇒ (3) - 2 = 1
Reveal Lion's Helm to reduce damage to 0
Hand: BATTLE ASPERGILLUM, LION'S HELM, BLESSING OF THE SPY (2), QUICK-CHANGE MASK,
Displayed:
Deck: 8 Discard: 2 Buried: 3
"Current Location: Glade
Hero Points: 1"
"NOTES:
Other: Character Power: Top Deck all the time!"
Confused: Shuffle LION'S HELM back into the deck. Brutal
Hand: BATTLE ASPERGILLUM, BLESSING OF THE SPY (2), QUICK-CHANGE MASK,
Displayed:
Deck: 9 Discard: 2 Buried: 3
Current Location: Glade
Hero Points: 1
NOTES:
Other: Character Power: Top Deck all the time!
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2
[X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an arm;or or the top card of your deck to add 1d4 (☑ 1d6) and the Magic trait. (☑ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(☑ You may also do so if you would discard a spell for this power.)
Banished Siege Deck 1 and 2.
Recharge Valeros' Blessing of Shizuru
Kyra - Maelwys |
Turn 3, under the Sands of the Hour
Wounded: Discard top of deck (Blessing of the Spellbound)
Free Exploration - Siege #3: Dire Boar
Reveal (recharge) Morningstar +1 for combat. Seelah Topdecks
Check to Defeat - Combat 10/14: 1d8 + 2 + 1d8 + 1 + 1d6 ⇒ (3) + 2 + (6) + 1 + (5) = 17 - Defeated
Bury Holy Javelin for combat. Seelah topdecks.
Check to Defeat - Combat 11/15: 1d10 + 5 + 2d8 + 1d6 ⇒ (2) + 5 + (3, 1) + (5) = 16 - Defeated
As a wild dire boar charges out towards Seelah and Kyra, she steps forward with her morningstar raised and swings at it. The weapon sticks in the back of the creature, leaving her temporarily unarmed as it comes by for another attack... this time she raises her arms and casts a powerful holy spell at it, striking it down for good.
End of turn, recharge Holy Water to remove the Wounded condition.
End of turn - Fire Damage: 1d4 - 2 ⇒ (2) - 2 = 0 - Phew.
Check to Recover: Holy Javelin - Divine 10: 1d10 + 5 ⇒ (1) + 5 = 6 - Discarded
Draw 6 to reset my hand.
Hand: Cure, Electrified Web, Fire Snake, Blessing of the Dawnflower, Blessing of the Spellbound #2, Blessing of Qi Zhong, Runewell's Echo,
Displayed:
Deck: 5 Discard: 3 Buried: 3
Confusing: 1d7 ⇒ 5 - Blessing of the Spellbound #2 reshuffled, recharged pile cleared
Hand: Cure, Electrified Web, Fire Snake, Blessing of the Dawnflower, Blessing of Qi Zhong, Runewell's Echo,
Displayed:
Deck: 6 Discard: 3 Buried: 3
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use a Blessing if you need it.
Movement: Stick with the group
Other: Shirt reroll used for 3B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
Banished Siege Deck #3; Topdecked two cards for Seelah's aura
Ser Seelah |
Top Deck Recharge LION'S HELM and BLESSING OF ZON-KUTHON
Lem, the Fratricidal |
OFF-TURN:
Previously, Lem displayed Cockroach Coat, though neglected that in my last hand update.
Seelah's Turn: Lem displays Create Mindscape at the Glade.
========================
Lem starts his turn.
Hour Power: At the start of your turn, summon and encounter a monster.
Really? Oof. Lem encounters...
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Lem gives Fencer to Valeros.
Lem stays at the Farm.
Free exploration:
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Valeros recharges Fencer to encounter the Xenarth instead.
Valeros is up after me, and he may wish to evade using Camel, so I'll leave the encounter up to him.
If Valeros chooses not to evade, Lem will recharge Ring of Protection to reduce his own BA damage suffered to 0.
Before Lem ends his turn, he displays Gambeson. Besides the possible Ring of Protection, he has no other cards in hand before his hand reset.
As well as Lem gets along with his fellow free spirit, Valeros, the quantity and capability of their opposition is leaving the Bard feeling distinctly outnumbered and outmatched, and he repeatedly finds himself hiding behind Valeros whenever he cannot find the inspiration for sufficiently powerful magic.
Plus, he seems to have misplaced his rapier...
Lem ends his turn.
Ablaze: Lem suffers 1d4 - 2 ⇒ (2) - 2 = 0 Fire Damage.
Lem resets his hand.
Confusing: Lem randomly shuffles Sharper from his hand into his deck.
"
Hand: Cure (Core), Quick-Change Mask, Evangelist, Blessing of Bastet, Blessing of Maat, Deathgrip (Core), Ring of Protection,
Displayed: Create Mindscape (Glade), Gambeson,
Deck: 4 Discard: 0 Buried: 3
Favored Card: Armor
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement. Please do not recharge anything after Blessing of Bastet except for an emergency.
You know the drill; use my powers and cards as much as you need.
For Seelah and Kyra, my only support is Blessing of Maat - +3 post-roll to any check or replace all noncombat dice with d8s.
Movement: N/A
Other: If Ring of Protection was used, I'll redraw a non-Sharper replacement card and shuffle the Ring back into my deck.
Middle of Deck (Unknown Order): Inflict Pain, Sharper, Blessing of Asmodeus, Cockroach Coat
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Choose 1 Card Type
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☑ 1d6).
At the end of your turn, you may discard (☐ or recharge) a card to recharge (☐ or to shuffle into your deck) a card from your discards.
☐ At the start of your turn, you may draw a card (☐ or 2 cards).
☐ On your (☐ or a local) check, after the roll, you may bury a card from your discards to add 1d4.
☐ Before a local character discards cards as damage, you may discard a spell or a blessing to heal that character 2 (☐ 1d4+1) cards.
skizzerz - Valeros |
Off-turn: bury Camel to evade Xenarth. I'm not equipped to deal with it right now. Siege deck is shuffled.
Hour of Benefaction. Neither Lem or I have cards in discard, so can't use Staff of Minor Healing just yet. Explore.
Siege Deck 1d25 + 3 ⇒ (20) + 3 = 23 Skeleton. Reveal and additionally discard Shieldsplitter Lance. Kyra discards a blessing. Combat 10+4+4=18: 2d10 + 1d8 + 5 + 1d6 ⇒ (9, 7) + (8) + 5 + (1) = 30 Defeated and banished. I suggest that Kyra Cure herself before the end of her next turn; may make sense to do it before Seelah goes just in case something really bad happens on Seelah's turn. After the encounter, recharge Staff of Minor Healing to heal my Shieldsplitter Lance. My hand is now empty once more, but so is my discards so there will be nothing to bury from the harrow. Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2 Nothing in hand to discard, but Farm and unoccupied locations all lose a card. After resetting my hand, Confusion gets rid of Staff of Minor Healing.
As the Xenarth bears down on the duo, a camel busts out of a nearby animal pen, causing a distraction. The Xenarth seems to find mirth in chasing it down and tormenting it, allowing Valeros and Lem to escape unscathed.
Meanwhile, a skeleton emerges from the now-deceased Cindermaw's tunnel, and Valeros smacks it down.
Hand: Scythe +1, Champion's Do-Maru, Blessing of Gorum, Blessing of Shizuru,
Displayed:
Deck: 9 Discard: 0 Buried: 5
Current Location: Farm
Hero Points: 0
NOTES:
Available Support: Free to use: Blessings
Feel free to bot Valeros off-turn
Character power, in order: Champion's Do-Maru (reload), Scythe +1 (reload)
Ask before using: N/A
Movement: Move me with group
Other: 3C: Playmat available, Paizo reroll used
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy)(☐ or your Strength of Constitution) check, you may reload or recharge a weapon or an armor (☐ or a Liquid boon) to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor (☐ or a Liquid boon) from your hand or discards.
You may avenge by discarding (☐ or recharging)(☐ or revealing) a card. (☐ You may do the same to reduce damage you suffer during that encounter by 3.)
☐ When you move during your move step, you may move to a random other location; if you do, heal a card, then draw a card.
☑ You are proficient with Liquids. On your checks to acquire or recharge Liquid boons, add 1d12.
BR redeux |
During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 3A - The Monastery of Saint Kyerixus Completed
• 3B - Dragonslayers Completed
• 3C - The Wandering Way In Progress
During This Scenario: • Set up: Choose a number of wild locations equal to number of characters +1.
• Set up: Choose a number of story banes equal to the number of characters +3. Choose 1 to be the danger, and set 1 aside as a non-closing henchman-Proxy A. Shuffle the rest into a nonclosing henchman pile
• Set up: When building the locations, set aside the banes in a siege pile, then shuffle in the henchman pile and a number of Proxy A's equal to the number of characters.
• Set up: Add 2 wildcards
• When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
• When using a power that examines cards, you may treat the siege pile as your location.
• When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
• If the last location closes, you lose.
• To win, empty the siege pile.
• Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
• Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
• Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
• Confusing: After you reset, shuffle a random card into your deck.
• Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
• Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
• Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Danger: Wight
Villain: None
Henchmen (closing): None
Henchmen (non-closing): Boggard Champion--Proxy A, Vampire, Drake, Cindermaw, Pack Landshark, Dragon
CotCT Story Bane 2
Traits: Aquatic Barbarian Boggard Veteran
To Defeat: Combat 11+##
If you are at an Aquatic location, the difficulty to defeat is increased by 1d12.
If undefeated, bury a random card from your discards and suffer the scourge Frightened.
Core Story Bane 1
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Additional Rules: Respect Points: 1
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
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."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."
Scenario Level (#): 3
Turn: 6, Seelah/NathanDavis
Monsters
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
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.
Barriers
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
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 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Weapons
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
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 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
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
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.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Armors
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.
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 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.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 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.
Items
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
CotCT
Item 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 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Allies
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, 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 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
CotCT
Ally 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.
Blessings
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 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
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 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hour Power: No effect.
Current Hour:
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hours Remaining: 24
Hourglass
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
The 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.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The 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.
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
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.
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.
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 Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
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.
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.
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 First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
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.
The Tyrant
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.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
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.
Siege Deck
M: 13 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
Drake
Core
Story Bane 1
Type: Monster
Traits:
Dragon
Veteran
To Defeat:
Combat 10+##
THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Acid-spraying Skull
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.
Tangle of Debris
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
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Swamp Ooze
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.
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Dire Rat
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.
Dire Badger
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.
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Termite Swarm
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.
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Xenarth
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
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.
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Ghost
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.
Pack Landshark
CotCT
Story Bane 4
Type: Monster
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, move to this monster's location and encounter it.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Location #1: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Valeros/skizzerz, Lem/Yewstance, None
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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
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 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #3: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
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
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Location #4: 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
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
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
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Location #5: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Seelah/NathanDavis, Kyra/Maelwys, None
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
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
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Ser Seelah |
Hour of Orison
Free Explore
A spawn of the Dragon spirit, a Drake flies at Seelah.
Resistant/Damage: 1d4 ⇒ 3 Electricity again
Top Deck Discard WYRMSMITE (argh)
Divine Dexterity 5+4: 1d8 + 2 + 1d6 + 1d4 ⇒ (6) + 2 + (3) + (2) = 13
Kyra needs to do one as well
The electricity doesn't touch Seelah.
Reveal Battle Aspergillum. Top Deck Recharge DETECT DESIRES. Recharge Valeros' Blessing of Shizuru
Combat 10+8: 1d10 + 3 + 1d8 + 1d6 + 1d10 ⇒ (1) + 3 + (4) + (4) + (7) = 19
Reveal Battle Aspergillum. Top Deck Recharge RUNEWELL’S ECHO.
Combat 11+4: 1d10 + 3 + 1d8 + 1d6 ⇒ (6) + 3 + (2) + (1) = 12
Discard Lem's Blessing of Maat to add 3 to the result and succeed. Wipes sweat off brow.
It was a close call, but Lem and Valeros provided distractions and support from the Farm, Seelah is able to fend off the attack.
Discard Blessing of the Spy to Explore
The blasted creature dropped an Acid-spraying Skull.
Recharge Quick-Change Mask. Create Mindscape
Diplomacy Dexterity 4: 1d8 + 4 + 1d8 + 1d4 ⇒ (1) + 4 + (5) + (3) = 13
Seelah is able to trick the skull into not spray acid.
Using Kyra's Cure
Heal Cards: 1d4 + 1 ⇒ (4) + 1 = 5
All Cards shuffle in
End of Turn Ablaze Fire Damage: 1d4 - 2 ⇒ (1) - 2 = -1 0 Thank goodness!
Reset
Hand: BATTLE ASPERGILLUM, WYRMSMITE, LION'S HELM, BLESSING OF THE SPY (1),
Displayed:
Deck: 10 Discard: 0 Buried: 3
"Current Location: Glade
Hero Points: 1"
"NOTES:
Other: Character Power: Top Deck all the time!"
Confused: Shuffle from Hand: BATTLE ASPERGILLUM
Better than expected!Hand: WYRMSMITE, LION'S HELM, BLESSING OF THE SPY (1),
Displayed:
Deck: 11 Discard: 0 Buried: 3
Current Location: Glade
Hero Points: 1
NOTES:
Other: Character Power: Top Deck all the time!
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2
[X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an arm;or or the top card of your deck to add 1d4 (☑ 1d6) and the Magic trait. (☑ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(☑ You may also do so if you would discard a spell for this power.)
Banished Siege Deck 1 and 2
Recovery Kyra's Cure.
Kyra has a BYA Dex/Acr 9
Recharged Valeros' Blessing of Shizuru
Discarded Lem's Blessing of Maat