
The Unslain Ostog |

Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
Out of Turn Updates: Arueshalae's Gift displayed on Ostog adding 1d4+1 to all Strength checks.
Turn: Turn 18 - 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.
Hour Power: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
SOT: N/a
Move: Stay at Farm
Explore: Orc Rager
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Reveal Pillaging Mace to do Melee+1d8+1. Reveal Red Mantis Mask to add 2 to check. Bury Discard (due to Orange War Paint) Wounding Spear-axe +1 to add additional 1d12. Arueshalae's Gift adds 1d4+1.
Combat 10+4+4=18: 1d10 + 6 + 1d8 + 1 + 2 + 1d12 + 1d4 + 1 ⇒ (1) + 6 + (7) + 1 + 2 + (12) + (4) + 1 = 34
Defeated. Pillaging Mace let's Ostog examine the next card and lets him draw if a boon. Examine Raccoon
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Draw Raccoon. Discard to explore again.
Explore 2: Spectre
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Reveal Pillaging Mace to do Melee+1d8+1. Reveal Red Mantis Mask to add 2 to check. Arueshalae's Gift adds 1d4+1.
Combat 14: 1d10 + 6 + 1d8 + 1 + 2 + 1d4 + 1 ⇒ (6) + 6 + (5) + 1 + 2 + (2) + 1 = 23
Has the Magic trait so defeated. Pillaging Mace let's Ostog examine the next card and lets him draw if a boon. Examine Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Draw Djinn. Discard to examine location, then explore.
Explore 3: Henchman Proxy A3
Story Bane
Type:
Barrier
Traits:
Task
Trigger
Veteran
To Defeat:
Intelligence
Wisdom
Knowledge
Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Examined barrier, so add 1d8 to check to defeat. Ask Zetha for Blessing of Abadar to bless check twice.
Wisdom 10+4=14: 3d6 + 1d8 ⇒ (6, 6, 6) + (7) = 25
Wow, triple sixes. That's a first... Can attempt to close location. Discard Blessing of Tsukiyo to bless check.
Survival 4+4=8: 2d4 ⇒ (1, 4) = 5 Use Paizo reroll on the 1.
Survival 8 w/ Paizo reroll: 1d4 + 4 ⇒ (4) + 4 = 8
Location is closed. Wow. Draw Animal ally (will ask BR for one). Move to Bank of Abadar
End Turn: Reset Hand.
[u]Summary[/u]
Move: Farm
Acquired: Farm Card 2&4: Raccoon, Djinn
Banished: Farm Cards 1,3,5: Orc Raver, Specter, Evidence
Examined: N/a
Random Card(s) Used: Random Animal Ally?
Displayed: N/a
Other Player(s) Resources Used: Used Zetha's Blessing of Abadar
Actions needed by other Player(s): N/a
Hand: Pillaging Mace, Animal Ally ?, Topaz of Strength, Red Mantis Mask,
Displayed: Orange War Paint,
Deck: 9 Discard: 8 Buried: 3
Current Location: Bank of Abadar
Hero Points: 5
Paizo Reroll: USED
NOTES:
Available Support: Blessings!
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Dwarven Earthbreaker +1, Blessing of Achaekek, Blessing of Gorum, Blessing of the Gods, Belt of Giant Strength, Blessing of Shax, Improvised Club
Recharged: Shock Glaive +1,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength+2
Dexterity d6 [ooc]☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapon
POWERS:
You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
When another local character moves during their move step, you may move to an open location.
☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
☑ Before you reset your hand, you may recharge any number of weapons (☑ and items).
☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

Raheli - ACG kuey |

Out of Turn Updates:
On Zetha's turn, discard Blessing of Abadar
Turn Order: Zetha, Arueshalae, Ostog, Raheli,
Turn: Turn 19: The Big Sky
Hour Power: At the start of your turn, you may remove 1 of your scourges.
SOT:
Arueshalae's gift will be displayed, Raheli adding 1d4+1 to all Dex checks.
Give Card: Nil
Move: Stay at #1: Bank Of Abadar
Explore:
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
No way to acquire ==> Banished.
End Turn: Reset hand.
"
Hand: Black Spot, Stone Skin, Embalming Fluid, Staff of Curses, Lamashtu's Madness, Dryad Sandals,
Displayed:
Deck: 7 Discard: 6 Buried: 3
Current Location: #1: Bank Of Abadar
Hero Points: 1
Tier.XP: 4.4
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Black Spot: reduce Monster DC by 5
Stone Skin: reduce dmaage by 4
Staff of Curses: reduce Combat DC 1d4+4; exchange monster; banish curse
Movement: If location close, move to NA
Other: [X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Boots of Alacrity, Staff of Minor Healing, Mass Cure
Recharged: Gem of Physical Prowess, Old Salt, Boots of Friendly Terrain (Core), Shy Ratani,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Skills from Cohort: Flesh Poppet
Arcane: Intelligence +2
Divine: Wisdom +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
☑ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

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Out of Turn Updates
Discard Blessing of Abadar for Ostog
Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
Hour = 3 Zetha/MatsuKurisu: Sands of the Hour
When this is the hour: No effect
Start of Turn
At: #4: Plaza
Draw M1: Giant Anaconda (AD3), M2: Rajambari (AD3) to hand
Display Arueshale's gift on Charisma +1d4+1
Give: No
Move: #3: Manor
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
Free Explore = 1: Hippogriff Fledgling, Ally 4: Wisdom 11
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Banish M2: Faceless Stalker (AD2) to use Stealth +1d10+2+3, Reveal Cockroach Coat +1d4,
Wisdom 11: 1d10 + 2 + 3 + 1d4 ⇒ (6) + 2 + 3 + (3) = 14 - Acquired & Displayed. Ally count = 7
#Allys displayed NOT > #Cards in location. No close attempt
Recovery Augury(Barrier)
2: Henchman Proxy B5: Rioting Mob: Barrier - On bottom
3: Drums of Haste, Item 2 - Shuffled
4: Imprisonment, Barrier 2 - On bottom
Reload Vizier, examine Top card 3,5-8: 1d5 ⇒ 4 7: Wand of Enervation, Item 3
then discard Vizier to explore =
7: Wand of Enervation, Item 3: Arcane 10
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Arcane +1d10+2+2, Arueshale's gift +1d4+1
Arcane 10: 1d10 + 2 + 2 + 1d4 + 1 ⇒ (5) + 2 + 2 + (3) + 1 = 13 - Acquired
Zetha ends her turn.
Zetha attempts to recover all cards in her Recovery pile.
Arueshalae's Gift +1d4+1,
Augury: Arcane 8: 1d10 + 2 + 2 + 1d4 + 1 ⇒ (1) + 2 + 2 + (3) + 1 = 9 -> Augury recharged.
Zetha resets her hand.
Discard
Draw up M2: Xenarth (AD4)
Summary
Location = #3: Manor - Random(3,5-6,8) then 2,4
Acquired = 1: Hippogriff Fledgling, 7: Wand of Enervation
Banished =
Examined =
Location =
Added =
From Box = M1: Giant Anaconda (AD3), M2: Rajambari (AD3)
Displayed =
Give =
Used =
Other = Ally count = 7
"
Hand: ac Instrument of Agony, ac Mistform, ac Wand of Enervation, ac Ambrosia, M1: Giant Anaconda (AD3), M2: Rajambari (AD3), M2: Xenarth (AD4),
Displayed: Ahtez, Cockroach Coat, ac Hippogriff Fledgling,
Deck: 14 Discard: 5 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant: Mistform available, Wand of Enervation Available
Local:
Movement: On Close: Move Zetha to Base
Middle of Deck (Unknown Order): Stalking Armor, ac The Healing Light, Staff of Cackling Wrath, Haste, Entice, Blazing Servant, Bound Shadow Demon, Bound Lantern Archon, Charm Monster, Blessing of the Spy (2)
Recharged: Staff of Minor Healing, Evangelist, Good Omen (Core), Augury,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
After you play an Attack spell, banish it.
At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
[X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).
~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

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Starting Arueshalae's turn. The hour is Blackfingers. Hour Power: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Arueshalae will move to Plaza.
She will explore to encounter Plaza Card 1: Shock Kukri. Location allows Arue to draw another card of the same type.
Humanbane Rapier
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.
She can't easily acquire either card and they are not worth the extra effort. Card banished.
Arueshalae will discard Cerulean Mastermind to explore again. During this exploration, Arue can add 1d10 to her Stealth checks. She encounters Plaza Card 2: Proxy B - Rioting Mob.
Story Bane
Traits:
Skirmish
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
For her diplomacy check, Arueshalae will reveal her Maiden's Helm to add 1d6.
CtD Diplomacy 10: 1d12 + 4 + 1d6 ⇒ (6) + 4 + (4) = 14
Defeated!
Arue will now recharge Lamashtu's Madness to explore again and encounter Plaza Card 3: Jasan Adriel.
Jasan Adriel
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Arue will try to acquire, once again revealing her Maiden's Helm to add 1d6 to her Diplomacy check.
CtA Diplomacy 11: 1d12 + 4 + 1d6 ⇒ (8) + 4 + (3) = 15
Acquired. Arueshalae displays Jasan Adriel next to the scenario (Ally Count 8), then she examines Plaza Card 4: Summoning Trap. There are now 7 cards left in Plaza and 8 allies displayed next to the scenario, so Arueshalae can attempt to close.
For her check to close, Arue will reveal the Maiden's Helm to add 1d6 to her Diplomacy check.
Closing Plaza, Diplomacy 9: 1d12 + 4 + 1d6 ⇒ (5) + 4 + (5) = 14
Plaza is closed! On closing, she may recharge any number of cards. She will recharge her Deathbane Light Crossbow. Arue will move to the Base on closing.
Then, Lamashtu's Madness' delayed effect triggers and a random character has to encounter a monster.
Random Character, A O R Z: 1d4 ⇒ 1
Arueshalae would encounter a monster. She draws Random Monster 3: Infantry Devil. It can be evaded, so Arueshalae does evade it.
She will then end her turn and reset her hand.
Hand: Eries Yelloweyes, Spherewalker Staff, Nightspear, Gem of Mental Acuity (Core), Maiden's Helm, Starbow,
Displayed: Glamered Leather Armor,
Deck: 4 Discard: 8 Buried: 4
Current Location: Base
Hero Points: 0
NOTES:
Available Support: Use my Blessings if needed
Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.
Middle of Deck (Unknown Order): The Midwife, The Mute Hag
Recharged: Lamashtu's Madness, Deathbane Light Crossbow,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
You may evade your encounter (☐ then if it's your turn, you may move)
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☑ or any) turn, you may add Arueshalae's Gift to your hand.
☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.
Arue swoops down from her perch at the top of their make-shift base of operations to disperse a mob that had gathered at the Plaza. This time, however, she used a more subtle approach.
Activating the illusion magic of her armor and donning an old helm she had found, she impersonated the city guard to restore the peace, convincing the townsfolk to disperse and assuring them that they were already on the case, and the outsiders had been apprehended. Most of them bought it and began making their way back home.
A woman watching from the shadows nearby revealed herself, not tricked by her performance, but impressed nevertheless. She offered her services as an information broker in return for protection from the city guard itself. Arueshalae accepted and showed the woman to the group's base, instructing her to wait there until it all had calmed down.

BR Mhuirich |

Ostog draws Riding Allosaurus.
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.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
During This Scenario: Once each turn, you may bury a card to explore.
When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.
Additional Rules:
Allies displayed: 8
CotCT Blessing 1
Traits: Harrow Suit: Shields Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Story Banes
Danger: Rioting Mob
Villain: None
Henchmen (Closing): Evidences—Proxy A
Henchmen (Non-Closing): Rioting Mob—Proxy B
Story Bane
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Danger:
Story Bane
Traits:
Skirmish
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Scenario Level (#): 4
Turn: 22, Ostog/MauveAvengr
Monsters
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
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.
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Barriers
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
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.
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
ArcaneDivinePerception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
CotCT
Barrier 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 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Weapons
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
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
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
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.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Armors
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
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 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Items
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 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
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:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessings
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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: 7
Hourglass
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
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 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 Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Arueshalae/Akaitora, None
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/kuey, Ostog/MauveAvengr, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
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
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Zetha/MatsuKurisu, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
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
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.

The Unslain Ostog |

Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
Out of Turn Updates: Arueshalae's Gift displayed on Ostog adding 1d4+1 to all Strength checks.
Turn: Turn 22 - 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.
Hour Power: No effect
SOT: N/a
Move: Stay at Bank of Abadar
Explore: Henchman Proxy A5
Story Bane
Type:
Barrier
Traits:
Task
Trigger
Veteran
To Defeat:
Intelligence
Wisdom
Knowledge
Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Will probably fail check. Will see if Raheli wants to avenge/guard. Otherwise will continue with Riding Allosaurus

The Unslain Ostog |

Intelligence 10+4=14: 1d4 ⇒ 4
Fail check. Shuffle back in Evidence. Discard Riding Allosaurus to explore again.
Explore 2: Random explore: 1d7 ⇒ 3 Enervation
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Intelligence 6: 1d4 ⇒ 4
Auto-fail.
End Turn: Reset hand
[u]Summary[/u]
Move: Bank of Abadar
Acquired: N/a
Banished: Bank of Abadar Card 3: Enervation
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Bank of Abadar is shuffled
Hand: Pillaging Mace, Topaz of Strength, Blessing of the Gods, Red Mantis Mask,
Displayed: Orange War Paint,
Deck: 7 Discard: 10 Buried: 3
Current Location: Bank of Abadar
Hero Points: 5
Paizo Reroll: USED
NOTES:
Available Support: Blessings!
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Dwarven Earthbreaker +1, Blessing of Achaekek, Blessing of Shax, Blessing of Gorum
Recharged: Shock Glaive +1, Belt of Giant Strength,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapon
POWERS:
You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
When another local character moves during their move step, you may move to an open location.
☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
☑ Before you reset your hand, you may recharge any number of weapons (☑ and items).
☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

Raheli - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Zetha, Arueshalae, Ostog, Raheli,
Turn: Turn 23: Grandmother Nightmare
Hour Power: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
SOT:
Arueshalae's gift will be displayed, Raheli adding 1d4+1 to all Dex checks.
Give Card: Nil
Move: Stay at #1: Bank Of Abadar
Explore:
Which card? (skip #3): 1d6 ⇒ 5 ==> #6
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.
Recharge Dryad Sandals to evade barrier and put at bottom.
End Turn: Reset hand.
(Drew Staff of Minor Healing. Recharge at next SoT to Heal Ostog 1)
"
Hand: Black Spot, Stone Skin, Embalming Fluid, Staff of Curses, Lamashtu's Madness,
Displayed:
Deck: 8 Discard: 6 Buried: 3
Current Location: #1: Bank Of Abadar
Hero Points: 1
Tier.XP: 4.4
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Black Spot: reduce Monster DC by 5
Stone Skin: reduce dmaage by 4
Staff of Curses: reduce Combat DC 1d4+4; exchange monster; banish curse
Movement: If location close, move to NA
Other: [X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Mass Cure, Boots of Alacrity
Recharged: Gem of Physical Prowess, Old Salt, Boots of Friendly Terrain (Core), Shy Ratani, Dryad Sandals, Staff of Minor Healing,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Skills from Cohort: Flesh Poppet
Arcane: Intelligence +2
Divine: Wisdom +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
☑ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.
Summary:
* #1: Bank Of Abadar: Order of cards - Random [1 (Evidence), 2, 4, 5, 7], 6 (Friendly Game of Sredna)
* Ostog heal 1

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Out of Turn Updates
Discard Blessing of Abadar for Ostog
Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
Hour = 3 Zetha/MatsuKurisu: The Theater
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
Start of Turn
At: #3: Manor
Draw M1: Bloodbug Swarm (AD4), M2: Gray Maiden Footsoldier (AD2) to hand
Display Arueshale's gift on Charisma +1d4+1
Location: you may recharge a spell(ac Instrument of Agony) to draw a card(Blazing Servant).
Hour: Examine(1: Henchman Proxy A1) and may encounter
Evidence: Story Bane, Barrier: Intelligence 14(10+4)
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Examined +1d8
Banish M2: Gray Maiden Footsoldier (AD2) to use Stealth +1d10+2+3, Reveal Cockroach Coat +1d4,
Wisdom 14: 1d8 + 1d10 + 2 + 3 + 1d4 ⇒ (2) + (6) + 2 + 3 + (1) = 14 - Banished
Location #3: Manor
When Closing: Succeed at a Diplomacy 9(5+4) check.
Diplomacy 1d10+2+1, Arueshale's gift on Charisma +1d4+1, Recovery Blazing Servant(M1: Giant Anaconda (AD3)) +1d8+3
Diplomacy 9: 1d10 + 2 + 1 + 1d4 + 1 + 1d8 + 3 ⇒ (9) + 2 + 1 + (1) + 1 + (6) + 3 = 23 - CLOSED
When Permanently Closed: Search your deck for a card and draw it (Blessing of the Spy (2)).
Give: No
Move: #1: Bank Of Abadar
At This Location: When you acquire a boon, bury a card.
If a location is closed during your explore step, you may no
longer explore
- can still explore
Free Explore Random(1,2,4,5,7), 6: 1d5 ⇒ 4 =5: Plaguebringer's Mask, Item 2: Intelligence 11
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Banish M2: Rajambari (AD3) to use Stealth +1d10+2+3, Reveal Cockroach Coat +1d4,
Intelligence 11: 1d10 + 2 + 3 + 1d4 ⇒ (6) + 2 + 3 + (1) = 12 - Acquired
Location: Bury(ac Mistform)
Discard Blessing of the Spy (2), explore +1d Random(1,2,4,7), 6: 1d4 ⇒ 3 =
4: Pit Gladiator, Ally 2: Strength 10 THEN Diplomacy 9
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.
Banish M2: Xenarth (AD4) to use Stealth +1d10+2+3, Reveal Cockroach Coat +1d4, Blessing of the Spy +1d10
#1 Strength 10: 1d10 + 2 + 3 + 1d4 + 1d10 ⇒ (3) + 2 + 3 + (2) + (5) = 15 - Success
Diplomacy 1d10+2+1, Arueshale's gift on Charisma +1d4+1, Blessing of the Spy +1d10
Diplomacy 9: 1d10 + 2 + 1 + 1d4 + 1 + 1d10 ⇒ (10) + 2 + 1 + (2) + 1 + (10) = 26 - Acquired and Displayed. Ally count = 8
Attempt to close #1: Bank Of Abadar
When Closing: Bury an item. (ac Plaguebringer's Mask)
WE WIN!!

BR Mhuirich |

DEVELOPMENT
Your work has paid off! Mostly.
You've learned the name of the patron family—the Lupescinovs—and you’ve found the name of one person who has met with them directly. Countess Solismina Venacdahlia is reclusive, but she is known for her vanity. Playing to that should get you the information you need.
Time to dress up. These nobles need a lot of flattery to get through their days.
Reward
For the rest of the Adventure Path, after you use the Base’s power to recharge cards, you may move or shuffle your deck.
Acquired cards
Pit Gladiator (Ally 2)
Sklar-quah Thundercaller (Ally 4)
Naval Hero (Ally 2)
Eries Yelloweyes (Ally 2)
Raccoon (Ally 3)
Jasan Adriel (Ally 4)
Djinn (Ally 3)
Skoan-quah Boneslayer (Ally 4)
Hippogriff Fledgling (Ally 4)
Magistrate (Ally 2)
Firepelt Cougar (Ally 4)
Maiden's Helm (Armor 3)
Lamashtu's Madness (Blessing 2)
The Foreign Trader (Blessing 1)
The Healing Light (Blessing 3)
Red Mantis Mask (Item 3)
Wand of Enervation (Item 3)
Iron Shackles (Item 2)
Silver War Paint (Item 4)
Plaguebringer's Mask (Item 2)
Ambrosia (Item 3)
Mistform (Spell 3)
Instrument of Agony (Spell 4)
Enchant Weapon (Spell 0)
Venomous Dagger (Weapon 3)

BR Mhuirich |

Scenario 4B: Rock and Steel
Following the trail of a mysterious family bankrolling the potential new capital of Ustalav, you discover that Countess Venacdahlia's estate is easy enough to find. A dour man in servant's attire greets you at the door. After looking you up and down, he leads you to a sitting room and offers you refreshment. Though no other guests arrive during this time, the countess keeps you waiting for over an hour. When she finally calls you in, you compliment everything from her family’s achievements to the waiting area decor to her personal beauty. You even believe some of the things you say.
The praise works like a charm, and the countess soon reveals what she knows about the Lupescinov family. Their estate is on the Senir River, just north of Chastel. She hadn’t heard of them until recently, but once she had a chance to meet them, she judged them an affable and trustworthy family with an appreciation for good taste. You divine that her assessment should be taken with a grain of salt, as you personally saw how she is quick to value those who come to her with honeyed words. The Lupescinovs told her that their only plans for Ardis are to bring it prosperity, but you doubt the situation is that simple. You need to pay the mysterious family a visit, and now you know where to go. But your travels have been long, so first you need a good night's rest.
As you head back to your inn, the towering gothic buildings so common to Ustalav—foreboding in the best of circumstances—feel more ominous than ever. The grotesque gargoyles on the soaring ramparts of so many buildings seem to watch you. From behind you, soft sounds of rock scraping against rock occasionally grab your attention. When you turn back, no matter how fast you pivot, you see nothing following you. Still, you could swear that some gargoyles are in more threatening postures than when you first passed them. It could be a trick of your mind; after all, the atmosphere of the place is heavy and dour, and the knowledge that the Whispering Tyrant’s allies could be lurking anywhere has your senses on high alert.
Once again you hear the sound of rock scraping rock, and once again you spin around. Your instincts were correct: this time, the statues keep moving. They slowly stand and spread their wings before leaping down, claws extended and teeth bared in a parody of a grin. You’re surrounded! Gargoyles don’t attack just anyone walking through the city; someone doesn’t like you snooping around.
Why can’t these things ever be easy? Someday you’ll get a mission where you ask some questions, get the answers you need, and go home no worse for wear. Today is not that day.
STORY BANES
Danger: Ashwing Gargoyle
Villain: None
Henchmen (Closing): Ashwing Gargoyles—Proxy A
Setup
Add the Onslaughts wildcard Besieged.
All characters start at the Cathedral.
DURING THIS SCENARIO
You may move only when your location is and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Tavern.
Once each turn, you may bury a card to explore.
After acting against a closing henchman, another local character summons and encounters the danger.
If you fail an attempt to close your location, shuffle the closing henchman Ashwing Gargoyle—Proxy A into your location.

BR Mhuirich |

During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
During This Scenario: You may move only when your location is and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Tavern.
Once each turn, you may bury a card to explore.
After acting against a closing henchman, another local character summons and encounters the danger.
If you fail an attempt to close your location, shuffle the closing henchman Ashwing Gargoyle—Proxy A into your location.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
BESIEGED: After you move, suffer 1 Ranged Combat damage.
Story Banes
Danger: Ashwing Gargoyle
Villain: None
Henchmen (Closing): Ashwing Gargoyles—Proxy A
Danger:
Story Bane
Traits:
Gargoyle
To Defeat:
Combat 23
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Scenario Level (#): 4
Turn: 1, Arueshalae/Akaitora
Monsters
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 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
CotCT
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.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
CotCT
Monster 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.
Barriers
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 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 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Weapons
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
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.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 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 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 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
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.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
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.
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
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.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
Allies
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
CotCT
Ally 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
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
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.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Core
Blessing 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: Pharasma
Divine
Veteran
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 suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hour Power: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
Current Hour:
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
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.
Hours Remaining: 29
Hourglass
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
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.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
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 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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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 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 Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
The Bear
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
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.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
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 Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The 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 Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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.
Location #1: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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
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
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Location #2: Cathedral
Sacred
Urban
At This Location: When you defeat a monster, heal a blessing.
When Closing: Bury a blessing.
When Permanently Closed: You may heal a blessing.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Arueshalae/Akaitora, Ostog/MauveAvengr, Raheli/kuey, Zetha/MatsuKurisu, None
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
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.
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.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
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.
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
ArcaneDivinePerception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
CotCT
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
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Location #3: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
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.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 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.
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
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:
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
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.
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Location #4: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
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
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #5: Stable
Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Core
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
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
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
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
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.
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.

Raheli - ACG kuey |

Raheli will choose Flesh Poppet
"
Hand: Stone Skin, Star Candles, Boots of Alacrity, Staff of Minor Healing, Blessing of the Savored Sting, Blessing of Abadar,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: #2: Cathedral
Hero Points: 2
Tier.XP: 4.5
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Stone Skin: reduce dmaage by 4
Staff of Minor Healing: heal 1
Movement: If location close, move to NA
Other: [X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Wayfinder, Boots of Friendly Terrain (Core), Dryad Sandals, Corrosion, Apprentice, Embalming Fluid, Shy Ratani, Mass Cure, Gem of Physical Prowess, Black Spot, Old Salt, Blessing of Milani, Staff of Curses
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Skills from Cohort: Flesh Poppet
Arcane: Intelligence +2
Divine: Wisdom +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
☑ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

The Unslain Ostog |

Ostog will start at the Cathedral
Upgrade Blessing of the Gods to Blessing of the Father of Creation
Ostog senses the Gargoyles moving behind him. Turning around, he sees them move! Aha! The barbarian is not scared. Bring them on!
Hand: Dwarven Earthbreaker +1, Belt of Giant Strength, Blessing of Achaekek, Blessing of Tsukiyo,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Cathedral
Hero Points: 6
Paizo Reroll: Not used
NOTES:
Available Support: Blessings!
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Blessing of Shax, Blessing of the Father of Creation, Bear, Pillaging Mace, Blessing of Cayden Caliean, Shock Glaive +1, Legionnaire Chaplain, Blessing of Gorum, Orange War Paint, Pit Gladiator, Greatclub +3, Smith, Improvised Club, Wounding Spear-Axe +1, Topaz of Strength
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapon
POWERS:
You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
When another local character moves during their move step, you may move to an open location.
☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
☑ Before you reset your hand, you may recharge any number of weapons (☑ and items).
☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

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Zetha - Start
- 4B: Rock and Steel
Card Upgrade
- Blessing of Maat in, Blessing of the Spy (2) out
Loot swaps
= Nil
Starting location
- #3: Bridge
Harrowing
Starting Hand
"
Hand: Cockroach Coat, Haste, Bound Lantern Archon, Blessing of Achaekek, Charm Monster, Augury, Blessing of Maat,
Displayed: Ahtez,
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant: Blessings available, Charm Monster Available
Local:
Movement: On Close: Move Zetha to Base
Middle of Deck (Unknown Order): Blessing of Norgorber, Vizier, Blessing of the Spy, Staff of Cackling Wrath, Good Omen (Core), Blessing of Abadar, Evangelist, Bound Shadow Demon, Bound Imp, Stalking Armor, Staff of Minor Healing
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
After you play an Attack spell, banish it.
At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
[X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).
~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

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Starting hand:
Hand: Keen Starknife, Swallowtail Bracers, The Mute Hag, Starbow, Lady Luck, The Midwife,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Cathedral
Hero Points: 1
NOTES:
Available Support: Use my Blessings if needed
Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.
Middle of Deck (Unknown Order): Charm Person, Spherewalker Staff, Skoan-quah Boneslayer, Glamered Leather Armor, Helpful Haversack, Frost Longbow, Lamashtu's Madness, Cerulean Mastermind, Desna's Freedom, Gem of Mental Acuity (Core), Sergeant-at-arms, The Marriage, Nightspear
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
You may evade your encounter (☐ then if it's your turn, you may move)
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☑ or any) turn, you may add Arueshalae's Gift to your hand.
☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.
Starting Arueshalae's turn. The hour is Shelyn's Song. Hour Power: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
Between phases, Arue displays Arueshalae's gift on Ostog, marking Strength (just in case).
Arue explores and encounter Cathedral Card 1: Urgathoa's Gluttony. Arue will ask Ostog to recharge his Blessing of Tsukiyo (hour lists Charisma on CtA) to bless Arueshalae's check. She will also reveal her Swallowtail Bracers to add 1.
CtA Constitution 9: 2d6 + 1 ⇒ (5, 4) + 1 = 10
Acquired!
Arue will now recharge The Mute Hag to examine Cathedral Card 2: Mist Horror. Arue will then discard Urgathoa's Gluttony to explore and encounter it. Her checks will be blessed against it thanks to The Mute Hag.
For her check to defeat, Arue will reveal her Starbow to use her Ranged skill + 1d6+3. After using a boon with the Desna trait on her check Arue will recharge her Swallowtail Bracers to add a die.
CtD Combat, Ranged 15: 3d8 + 5 + 1d6 + 3 ⇒ (6, 4, 1) + 5 + (5) + 3 = 24
Defeated a monster! Location power heals a Blessing: Urgathoa's Gluttony.
Arueshalae will now discard The Midwife to explore again and encounter Cathedral Card 3: Lyrune Quah Truthspeaker. Nice. Arue will try to acquire.
CtA Diplomacy 12: 1d12 + 4 ⇒ (10) + 4 = 14
Desna be praised; luck is with me. Acquired!
Arueshalae will discard the Lyrune-quah Truthspeaker to explore again and encounter Cathedral Card 4: Ashwing Gargoyle.
Story Bane
Traits:
Gargoyle
To Defeat:
Combat 23
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
For her check to defeat, Arueshalae will reveal her Starbow to use Ranged + 1d6+3. She will also ask Zetha to recharge her Blessing of Achaekek to bless her check against a henchman twice (a dexterity check, so hour power happens) The henchman is vulnerable to Magic and Arue's check is not Melee.
CtD Combat, Ranged 23: 3d8 + 5 + 1d6 + 3 + 4 ⇒ (6, 7, 2) + 5 + (6) + 3 + 4 = 33
Defeated! Arueshalae buries Lady Luck to close Cathedral. Arue heals The Midwife on close.
Arue and the gang all move to Bridge. Because of Besieged, everyone takes 1 Ranged Combat Damage. Arue discards her Keen Starknife.
She will now end her turn and reset her hand.
Hand: Lamashtu's Madness, Sergeant-at-arms, Nightspear, Starbow, Swallowtail Bracers, The Mute Hag,
Displayed:
Deck: 13 Discard: 2 Buried: 1
Current Location: Bridge
Hero Points: 1
NOTES:
Available Support: Use my Blessings if needed
Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.
Middle of Deck (Unknown Order): Deathbane Light Crossbow, The Midwife, Cerulean Mastermind, Urgathoa's Gluttony, Frost Longbow, Glamered Leather Armor, Skoan-quah Boneslayer, Charm Person, Desna's Freedom, Spherewalker Staff, The Marriage, Helpful Haversack
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
You may evade your encounter (☐ then if it's your turn, you may move)
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☑ or any) turn, you may add Arueshalae's Gift to your hand.
☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.
Arue will recharge The Mute Hag after the start of Ostog's turn to examine Bridge Card 1: Safe Haven. Ostog's checks against that card are blessed.
For this turn, Arue will display Arue's gift on Ostog Marking Wisdom. He can add 1d4+1 to his Wisdom checks for the turn.
Hand: Lamashtu's Madness, Sergeant-at-arms, Nightspear, Starbow, Swallowtail Bracers,
Displayed:
Deck: 14 Discard: 2 Buried: 1
Current Location: Bridge
Hero Points: 1
NOTES:
Available Support: Use my Blessings if needed
Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.
Middle of Deck (Unknown Order): Gem of Mental Acuity (Core), Helpful Haversack, Urgathoa's Gluttony, Frost Longbow, Deathbane Light Crossbow, Charm Person, The Midwife, Cerulean Mastermind, Desna's Freedom, The Marriage, Spherewalker Staff, Skoan-quah Boneslayer
Recharged: The Mute Hag,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
You may evade your encounter (☐ then if it's your turn, you may move)
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☑ or any) turn, you may add Arueshalae's Gift to your hand.
☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.

The Unslain Ostog |

Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
Out of Turn Updates: Arueshalae's Gift displayed on Ostog adding 1d4+1 to all Strength Wisdom checks. Recharge Blessing of Achaekek to reduce Ranged combat damage by 3.
Turn: Turn 2 - Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hour Power: On your check, you may reroll any dice showing 1.
SOT: N/a
Move: Stay at Bridge
Explore: Safe Haven
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
Check is blessed due to The Mute Hag. Arueshalae's Gift adds 1d4+1.
Wisdom 13: 2d6 + 1d4 + 1 ⇒ (6, 2) + (2) + 1 = 11
Will ask Zetha for Blessing of Maat to add 3 to check. -> 14. Acquired!
End Turn: Reset hand. Discard Safe Haven. Draw and display Orange War Paint.[/ooc]
[u]Summary[/u]
Move: Bridge
Acquired: Bridge Card 1: Safe Haven
Banished: N/a
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: Zetha's Blessing of Maat
Actions needed by other Player(s): N/a
Hand: Dwarven Earthbreaker +1, Belt of Giant Strength, Topaz of Strength,
Displayed: Orange War Paint,
Deck: 15 Discard: 1 Buried: 0
Current Location: Bridge
Hero Points: 6
Paizo Reroll: Not used
NOTES:
Available Support: Blessings!
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Smith, Improvised Club, Blessing of Gorum, Bear, Pillaging Mace, Shock Glaive +1, Blessing of Shax, Greatclub +3, Blessing of the Father of Creation, Wounding Spear-Axe +1, Blessing of Cayden Caliean, Legionnaire Chaplain, Pit Gladiator
Recharged: Blessing of Tsukiyo, Blessing of Achaekek,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapon
POWERS:
You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
When another local character moves during their move step, you may move to an open location.
☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
☑ Before you reset your hand, you may recharge any number of weapons (☑ and items).
☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

Raheli - ACG kuey |

Out of Turn Updates:
On Arueshalae's turn, take 1 damage when move ==> Discard Boots of Alacrity
Turn Order: Arueshalae, Ostog, Raheli, Zetha,
Turn: Turn 3: The Avalanche
Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
SOT:
Arueshalae's Gift displayed on Raheli adding 1d4+1 to all Dexterity checks.
Give Card: Nil
Move: Stay at #3: Bridge
Explore:
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
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.
BYA: Who take damage: Arueshalae, Ostog, Raheli, Zetha: 1d4 ⇒ 1 ==> Arueshalae takes 1d4 ⇒ 4 Ranged Combat damage
Put Stone Skin into Recovery to reduce to 0
Pausing...

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During Arueshalae's last turn, I made a few mistakes...
First, the Mist Horror was immune to Ranged. Arueshalae can thankfully work around that by discarding her Starbow to add 1d8 and ignore the bane's immunities.
This means that for the second combat check of the turn against the Ashwing Gargoyle, Arueshalae would have revealed and recharged her Keen Starknife to use her Ranged + 2d4+1. Even removing the 9 that was added by the Starbow, Arue's result was already 24 vs DC 23, so this doesn't change the passing result.
Then, I also forgot to resolve the scenario effect, so another local character has to encounter the danger. It seems to me that it would be simplest for Zetha to do so since they haven't taken their turn nor are they human. I'm open to the what the group chooses.
Finally, when we all moved, Arueshalae no longer had any cards in hand (since the Starbow had been discarded prior and the Keen Starknife had been recharged), so she didn't discard that last card.
Arueshalae's ammended hand is below.
Hand: Lamashtu's Madness, Sergeant-at-arms, Nightspear, The Midwife, Swallowtail Bracers,
Displayed:
Deck: 14 Discard: 2 Buried: 1
Current Location: Bridge
Hero Points: 1
NOTES:
Available Support: Use my Blessings if needed
Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.
Middle of Deck (Unknown Order): Skoan-quah Boneslayer, Desna's Freedom, Helpful Haversack, Urgathoa's Gluttony, Cerulean Mastermind, The Marriage, Charm Person, Gem of Mental Acuity (Core), Frost Longbow, Deathbane Light Crossbow, Glamered Leather Armor
Recharged: Keen Starknife, The Mute Hag,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
You may evade your encounter (☐ then if it's your turn, you may move)
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☑ or any) turn, you may add Arueshalae's Gift to your hand.
☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.

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Out of turn update
Start of game: Display Cockroach Coat
Discard Blessing of Maat for Ostog
On Arueshalae's turn, Encounter
Story Bane
Traits:
Gargoyle
To Defeat:
Combat 23
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Recharge Cockroach Coat to evade
"
Hand: Charm Monster, Haste, Bound Lantern Archon, Blessing of Achaekek, Augury,
Displayed: Ahtez,
Deck: 14 Discard: 1 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant: Blessings available, Charm Monster Available
Local:
Movement: On Close: Move Zetha to Base
Middle of Deck (Unknown Order): Blessing of Abadar, Blazing Servant, Stalking Armor, Good Omen (Core), Staff of Minor Healing, Blessing of Norgorber, Staff of Cackling Wrath, Vizier, Entice, Evangelist, Bound Shadow Demon, Bound Imp
Recharged: Cockroach Coat,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
After you play an Attack spell, banish it.
At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
[X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).
~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Raheli - ACG kuey |

continuing turn from here
Recharge Staff of Minor Healing for Dex+2d8
Arueshalae's Gift for +1d4+1
Combat DC10+8: 1d10 + 4 + 2d8 + 1d4 + 1 ⇒ (3) + 4 + (4, 7) + (2) + 1 = 21 ==> Defeated
Draw card ==> Wayfinder
Discard Wayfinder to examine top card ==> #3: Ruan Mirukova, choose to shuffle, and explore again.
Which card?: 1d8 + 2 ⇒ (5) + 2 = 7
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.
Discard Blessing of Abadar to bless twice
Recharge Star Candles for +1d4
Wisdom DC8+4: 1d6 + 2d6 + 1d4 ⇒ (2) + (4, 4) + (3) = 13 ==> Defeated
End Turn:
Recovery: Stone Skin, Arcane DC9: 1d8 + 2 ⇒ (6) + 2 = 8 ==> Discarded
Reset hand.
"
Hand: Blessing of the Savored Sting, Apprentice, Embalming Fluid, Old Salt, Black Spot, Shy Ratani,
Displayed:
Deck: 9 Discard: 4 Buried: 0
Current Location: #3: Bridge
Hero Points: 2
Tier.XP: 4.5
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Black Spot: reduce Monster DC by 5
Movement: If location close, move to NA
Other: [X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Corrosion, Dryad Sandals, Boots of Friendly Terrain (Core), Mass Cure, Gem of Physical Prowess, Staff of Curses, Blessing of Milani
Recharged: Staff of Minor Healing, Star Candles,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Skills from Cohort: Flesh Poppet
Arcane: Intelligence +2
Divine: Wisdom +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
☑ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.
Summary: #3: Bridge
- Cards: shuffled [ 3(Ruan Mirukova),4-6,8-10]

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Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
Out of Turn Updates
On close of #2: Cathedral, move to #3: Bridge, take 1 damage from Besieged (Charm Monster)
Hour = 3 Zetha/MatsuKurisu: The Locksmith
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
Start of Turn
At: #3: Bridge
Draw M1: Quivering Cube (AD2), M2: Deadfall Scorpion (AD2) to hand
Display Arueshale's gift on Charisma +1d4+1
Give: No
Move: No
At This Location: Non-story banes cannot be evaded.
Recovery Augury (Monster)
Card#1 (3,4-6,8-10): 1d7 ⇒ 3 5: Vampiric Mist, Monster 2 - On Bottom
Card#2 (3,4,6,8-10): 1d6 ⇒ 3 6: The Gold-fisted, Blessing 3 - Shuffled
Card#3 (3,4,8-10): 1d5 ⇒ 5 10: Symbol of Insanity, Barrier 3 - Shuffled
Free Explore = Card#1 (3,4,6,8-10): 1d6 ⇒ 4 8: Cryptic Message, Barrier 2: Intelligence 10
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.
Banish M2: Deadfall Scorpion (AD2) to use Stealth +1d10+2+3
Intelligence 10: 1d10 + 2 + 3 ⇒ (8) + 2 + 3 = 13 - Banished
8: Cryptic Message.Defeated, examine 2 and rearrange
Card#1 (3,4,6,9,10): 1d5 ⇒ 1 3: Ruan Mirukova, Ally 3
Card#2 (3,4,6,9-10): 1d4 ⇒ 1 4: Henchman Proxy A3, Henchman 0 - On top
Recovery Haste, explore = 4: Henchman Proxy A3, Henchman 0
Ashwing Gargoyle, Story Bane: Combat 23
Gargoyle
To Defeat: Combat 23
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Athez (Cold, Melee) 1d10+2+3+4+2d6, Resistant to Melee -4, Discard Blessing of Achaekek +2d10
Combat 23: 1d10 + 2 + 3 + 4 + 2d6 - 4 + 2d10 ⇒ (1) + 2 + 3 + 4 + (1, 6) - 4 + (2, 3) = 18 - Failing. Ahtez.Recharge(Reroll 1 die)
Combat 23: 1d10 + 2 + 3 + 4 + 1 + 6 - 4 + 2 + 3 ⇒ (1) + 2 + 3 + 4 + 1 + 6 - 4 + 2 + 3 = 18 - Failing. Use Paizo reroll
Combat 23: 1d10 + 2 + 3 + 4 + 1 + 6 - 4 + 2 + 3 ⇒ (2) + 2 + 3 + 4 + 1 + 6 - 4 + 2 + 3 = 19 - Used Hero point. 3 remaining
Combat 23: 1d10 + 2 + 3 + 4 + 2d6 - 4 + 2d10 ⇒ (5) + 2 + 3 + 4 + (3, 5) - 4 + (3, 8) = 29 - Banished
Arueshale encounters Danger and evades it :-)
Location #3: Bridge - CLOSED
When Closing: Bury an ally. (Bound Lantern Archon)
On closing, everyone moves to #4: Tenement, taking 1 ranged damage from Besieged
Empty hand, so no damage
Zetha ends her turn.
Zetha attempts to recover all cards in her Recovery pile.
Arueshalae's Gift +1d4+1,
Haste: Arcane 10: 1d10 + 2 + 2 + 1d4 + 1 ⇒ (4) + 2 + 2 + (2) + 1 = 11 -> Haste recharged.
Augury: Arcane 8: 1d10 + 2 + 2 + 1d4 + 1 ⇒ (1) + 2 + 2 + (2) + 1 = 8 -> Augury recharged.
Zetha resets her hand.
Discard
Draw up Bound Imp, Blessing of the Spy, Blessing of Norgorber, Staff of Cackling Wrath, Evangelist, Good Omen (Core), Stalking Armor
Summary
Location = #3: Bridge - CLOSED
Acquired =
Banished = 8: Cryptic Message, 4: Henchman Proxy A3
Examined = 6: The Gold-fisted, 10: Symbol of Insanity, 5: Vampiric Mist (On bottom)
Location =
Acquired =
Banished =
Examined =
Added =
From Box = M1: Quivering Cube (AD2), M2: Deadfall Scorpion (AD2)
Displayed =
Give =
Used = Paizo reroll. Used Hero point. 3 remaining
Other = On closing, everyone moves to #4: Tenement, taking 1 ranged damage from Besieged
"
Hand: Bound Imp, Blessing of the Spy, Blessing of Norgorber, Staff of Cackling Wrath, Evangelist, Good Omen (Core), Stalking Armor,
Displayed: Ahtez,
Deck: 10 Discard: 3 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant: Blessings available, Staff of Crackling Wrath: swap non storybane monster. Available
Good Omen Available
Local:
Movement: On Close: Move Zetha to Base
Middle of Deck (Unknown Order): Vizier, Bound Shadow Demon, Entice, Staff of Minor Healing, Blazing Servant, Blessing of Abadar
Recharged: Cockroach Coat, M1: Quivering Cube (AD2), Haste, Augury,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
After you play an Attack spell, banish it.
At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
[X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).
~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

Raheli - ACG kuey |

Out of Turn Updates:
On Zetha's turn, suffer 1 Ranged Combat damage ==> Discard Apprentice
"
Hand: Blessing of the Savored Sting, Embalming Fluid, Old Salt, Black Spot, Shy Ratani,
Displayed:
Deck: 9 Discard: 5 Buried: 0
Current Location: #3: Bridge
Hero Points: 2
Tier.XP: 4.5
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Black Spot: reduce Monster DC by 5
Movement: If location close, move to NA
Other: [X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Dryad Sandals, Blessing of Milani, Boots of Friendly Terrain (Core), Mass Cure, Gem of Physical Prowess, Staff of Curses, Corrosion
Recharged: Staff of Minor Healing, Star Candles,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Skills from Cohort: Flesh Poppet
Arcane: Intelligence +2
Divine: Wisdom +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
☑ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

BR Mhuirich |

During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
During This Scenario: You may move only when your location is and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Tavern.
Once each turn, you may bury a card to explore.
After acting against a closing henchman, another local character summons and encounters the danger.
If you fail an attempt to close your location, shuffle the closing henchman Ashwing Gargoyle—Proxy A into your location.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
BESIEGED: After you move, suffer 1 Ranged Combat damage.
Story Banes
Danger: Ashwing Gargoyle
Villain: None
Henchmen (Closing): Ashwing Gargoyles—Proxy A
Danger:
Story Bane
Traits:
Gargoyle
To Defeat:
Combat 23
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Scenario Level (#): 4
Turn: 5, Arueshalae/Akaitora
Monsters
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
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.
Barriers
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
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.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Spells
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 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Armors
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
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.
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 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.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Items
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 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.
Allies
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 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.
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 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Blessings
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
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.
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hour Power: On your check against an Animal or Elemental card, add 1d4.
Current Hour:
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hours Remaining: 25
Hourglass
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
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.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
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 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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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 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 Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
The Bear
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
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.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
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 Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The 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 Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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.
Location #1: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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
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
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Location #4: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Arueshalae/Akaitora, Ostog/MauveAvengr, Raheli/kuey, Zetha/MatsuKurisu, None
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
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
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #5: Stable
Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Core
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
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
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
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
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.
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.

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During Zetha's turn, when moving, Arueshalae takes 1 Ranged Combat Damage. She discards Sergeant-At-Arms.
Starting Arueshalae's turn. The hour is Gozreh's Growth. Hour Power: On your check against an Animal or Elemental card, add 1d4.
At the start of her turn, Arue will draw Arueshalae's Gift. Between phases, she will display it on Ostog, marking Strength (again, just in case).
Since I don't have a weapon, I think my turn might be better spent healing. I will reveal Lamashtu's Madness to heal Raheli.
Healing Raheli: 1d4 + 1 ⇒ (2) + 1 = 3
Raheli is healed for 3. Lamashtu's Madness discarded.
Then, I will discard The Midwife to explore and encounter Tenement Card 1: Sklar-Quah Thundercaller. Excellent. I'll keep it. For the check to acquire, Arueshalae will reveal her Swallowtail Bracers to add 1.
CtA Diplomacy 11: 1d12 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Acquired! Might as well use the extra examine + explore. Arue discards Sklar-Quah Thundercaller to examine Tenement Card 2: Blackjack's Rapier. It is a weapon 4 and Arue isn't going to be great at acquiring, so I will leave it for my friend Ostog.
At the end of the turn, Arue will discard Nightspear to heal some allies and Blessings.
Healing Allies and Blessings: 1d4 + 1 ⇒ (2) + 1 = 3
Healed Lamashtu's Madness, The Midwife and Nightspear.
Arue resets her hand.
After resetting her hand, Arue has drawn Charm Person. She will cast it after Ostog's start of turn to draw Random Ally 1: Jasan Adriel, another Ally 4, nice!
Jasan Adriel
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Hand: Jasan Adriel, Helpful Haversack, Gem of Mental Acuity (Core), Frost Longbow, Swallowtail Bracers, Skoan-quah Boneslayer,
Displayed:
Deck: 12 Discard: 4 Buried: 2
Current Location: Tenement
Hero Points: 1
NOTES:
Available Support: Use my Blessings if needed
Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.
Middle of Deck (Unknown Order): Deathbane Light Crossbow, Spherewalker Staff, Cerulean Mastermind, Nightspear, Glamered Leather Armor, The Midwife, The Marriage, Lamashtu's Madness, The Mute Hag, Desna's Freedom, Keen Starknife
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
You may evade your encounter (☐ then if it's your turn, you may move)
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☑ or any) turn, you may add Arueshalae's Gift to your hand.
☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.

The Unslain Ostog |

Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
Out of Turn Updates: Arueshalae's Gift displayed on Ostog adding 1d4+1 to all Strength checks.
Turn: Turn 6 - Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
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.
Hour Power: On your check to close or to guard, add 1d4.
SOT: N/a
Move: Stay at Tenement
Explore: Blackjack's Rapier
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
Reveal Belt of Giant Strength to add 1 to check. Arueshalae's Gift adds 1d4+1.
Melee 13: 1d10 + 6 + 1d4 + 1 + 1 ⇒ (1) + 6 + (4) + 1 + 1 = 13
Acquired!
End Turn: Reset hand. Recharge Blackjack's Rapiers before resetting.
[u]Summary[/u]
Move: Tenement
Acquired: Tenement Card 2: Blackjack's Rapier
Banished: N/a
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Dwarven Earthbreaker +1, Improvised Club, Wounding Spear-Axe +1, Belt of Giant Strength,
Displayed: Orange War Paint,
Deck: 15 Discard: 1 Buried: 0
Current Location: Tenement
Hero Points: 6
Paizo Reroll: Not used
NOTES:
Available Support: Blessings!
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Blessing of the Father of Creation, Blessing of Gorum, Greatclub +3, Blessing of Shax, Smith, Blessing of Cayden Caliean, Bear, Pillaging Mace, Shock Glaive +1, Pit Gladiator, Legionnaire Chaplain
Recharged: Blessing of Tsukiyo, Blessing of Achaekek, Topaz of Strength, Blackjack's Rapier,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapon
POWERS:
You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
When another local character moves during their move step, you may move to an open location.
☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
☑ Before you reset your hand, you may recharge any number of weapons (☑ and items).
☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

Raheli - ACG kuey |

Out of Turn Updates:
On Arueshalae's turn, Raheli is healed 3 ==> Stone Skin, Boots of Alacrity,
Wayfinder (Thanks!)
Turn Order: Arueshalae, Ostog, Raheli, Zetha,
Turn: Turn 7: Orison
Hour Power: No effect.
SOT:
Arueshalae's Gift displayed on Raheli adding 1d4+1 to all Dexterity checks.
Give Card: Nil
Move: Stay at #4: Tenement
Explore:
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Recharge Shy Ratani for +1d8
Constitution DC4+4: 1d6 + 1d8 ⇒ (5) + (5) = 10 ==> Acquired
Discard The Tangled Briar to explore again
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Recharge Old Salt for +4
Knowledge DC9: 1d8 + 2 + 4 ⇒ (6) + 2 + 4 = 12 ==> Acquired!
Discard Salvator Scream to draw top Hourglass: Card 3 Zetha/MatsuKurisu ==> Calistria's Sting
Discard Calistria's Sting to explore again.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Divine DC6+4: 1d6 + 2 ⇒ (5) + 2 = 7 ==> Fail
Discard Blessing of the Savored Sting to reroll and bless twice
Divine DC6+4: 1d6 + 2 + 2d6 ⇒ (1) + 2 + (5, 2) = 10 ==> Success!
End Turn:
Reset hand.
(Drew Staff of Minor Healing. Will recharge at next SoT to heal 1 ==> Salvator Scream)
"
Hand: Black Spot, Embalming Fluid, Star Candles, Boots of Friendly Terrain (Core), Mass Cure,
Displayed:
Deck: 12 Discard: 5 Buried: 0
Current Location: #4: Tenement
Hero Points: 2
Tier.XP: 4.5
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Black Spot: reduce Monster DC by 5
Mass Cure: Go ahead to use if you feel you need it.
Movement: If location close, move to NA
Other: [X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Wayfinder, Dryad Sandals, Blessing of Milani, Salvator Scream, Boots of Alacrity, Staff of Curses, Old Salt, Shy Ratani, Stone Skin, Gem of Physical Prowess, Corrosion
Recharged: Staff of Minor Healing,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Skills from Cohort: Flesh Poppet
Arcane: Intelligence +2
Divine: Wisdom +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
☑ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.
Summary:
- #4: Tenement, remaining cards: #6-10
- Hourglass off by 1: Zetha should draw Hourglass Card 4 Arueshalae/Akaitora

BR Mhuirich |

During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
During This Scenario: You may move only when your location is and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Tavern.
Once each turn, you may bury a card to explore.
After acting against a closing henchman, another local character summons and encounters the danger.
If you fail an attempt to close your location, shuffle the closing henchman Ashwing Gargoyle—Proxy A into your location.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
BESIEGED: After you move, suffer 1 Ranged Combat damage.
Story Banes
Danger: Ashwing Gargoyle
Villain: None
Henchmen (Closing): Ashwing Gargoyles—Proxy A
Danger:
Story Bane
Traits:
Gargoyle
To Defeat:
Combat 23
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Scenario Level (#): 4
Turn: 8, Zetha/MatsuKurisu
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.
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.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Barriers
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Weapons
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 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.
Spells
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 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 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
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 Acrobatics modifier.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Blessings
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: 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.
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hour Power: You may avenge by discarding a card.
Current Hour:
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
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.
Hours Remaining: 22
Hourglass
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
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 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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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 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 Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
The Bear
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
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.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
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 Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The 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 Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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.
Location #1: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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
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
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Location #4: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/Akaitora, Ostog/MauveAvengr, Raheli/kuey, Zetha/MatsuKurisu, None
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
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
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #5: Stable
Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Core
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
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
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
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
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.
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.

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Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
Out of Turn Updates
Hour = 8 Zetha/MatsuKurisu: Calistria's Sting
When this is the hour: You may avenge by discarding a card.
Start of Turn
At: #4: Tenement
Draw M1: Basilisk (AD3), M2: Chimera (AD3) to hand
Display Arueshale's gift on Charisma +1d4+1
Give: No
Move: No
At This Location: Non-story banes cannot be evaded.
Recovery Bound Imp, draw(Staff of Minor Healing, Vizier)
Recharge Staff of Minor Healing, Heal Raheli 1
Free Explore = 1: Glamered Leather Armor, Armor 2:Diplomacy 7
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Diplomacy 1d10+2+1, Reveal Evangelist +1, Arueshale's gift on Charisma +1d4+1
Diplomacy 7: 1d10 + 2 + 1 + 1 + 1d4 + 1 ⇒ (3) + 2 + 1 + 1 + (4) + 1 = 12 - Acquired
Display ac Glamered Leather Armor
Discard Blessing of the Spy, explore +1d = 2: Will-o'-wisp, Monster 2: Combat 13
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Athez (Cold, Melee) 1d10+2+3+4+2d6, Reveal Evangelist +1, Draw ac Glamered Leather Armor +1d4, Blessing of Spy +1d10
Combat 13: 1d10 + 2 + 3 + 4 + 2d6 + 1 + 1d4 + 1d10 ⇒ (1) + 2 + 3 + 4 + (3, 2) + 1 + (3) + (1) = 20 - Banished
AYA Deck > Hand size = Will O Wisp is gone!
Display ac Glamered Leather Armor
Reload Vizier examine = 3: Dispelling Mist, Barrier 4
Discard Vizier to explore = 3: Dispelling Mist, Barrier 4: Dexterity 12
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.
Banish M2: Chimera (AD3) to use Stealth 1d10+2+3, Reveal Evangelist +1, Draw ac Glamered Leather Armor +1d4
Dexterity 12: 1d10 + 2 + 3 + 1 + 1d4 ⇒ (8) + 2 + 3 + 1 + (1) = 15 - Banished
Display ac Glamered Leather Armor
Discard Evangelist explore = 4: Circlet of Mental Acuity, Item 2: Charisma 11
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Charisma 1d10+2, Arueshale's gift on Charisma +1d4+1
Charisma 11: 1d10 + 2 + 1d4 + 1 ⇒ (9) + 2 + (4) + 1 = 16 - Acquired
Zetha ends her turn.
Zetha attempts to recover all cards in her Recovery pile.
Arueshalae's Gift +1d4+1, ac Circlet of Mental Acuity +1
Bound Imp: Arcane 8: 1d10 + 2 + 2 + 1d4 + 1 + 1 ⇒ (10) + 2 + 2 + (1) + 1 + 1 = 17 -> Bound Imp recharged.
Zetha resets her hand.
Discard
Draw up Blessing of Abadar
Summary
Location = #4: Tenement
Acquired = 1: Glamered Leather Armor, 4: Circlet of Mental Acuity
Banished = 2: Will-o'-wisp, 3: Dispelling Mist
Examined =
Location =
Acquired =
Banished =
Examined =
Added =
From Box = M1: Basilisk (AD3), M2: Chimera (AD3)
Displayed =
Give =
Used =
Other = Heal Raheli 1
"
Hand: Good Omen (Core), Stalking Armor, ac Circlet of Mental Acuity, Staff of Cackling Wrath, Blessing of Norgorber, M1: Basilisk (AD3), Blessing of Abadar,
Displayed: Ahtez, ac Glamered Leather Armor,
Deck: 9 Discard: 6 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant: Blessings available, Staff of Crackling Wrath: swap non storybane monster. Available
Good Omen Available
Local:
Movement: On Close: Move Zetha to Base
Middle of Deck (Unknown Order): Blazing Servant, Entice, Bound Shadow Demon
Recharged: Cockroach Coat, M1: Quivering Cube (AD2), Haste, Augury, Staff of Minor Healing, Bound Imp,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
After you play an Attack spell, banish it.
At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
[X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).
~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

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Starting Arueshalae's turn. The hour is Incitation.
At the start of her turn, Arueshalae will reveal her Helpful Haversack to examine the top card of her deck: Desna's Freedom, lucky! Arue will discard Helpful Haversack to draw it.
Also during Arueshalae's turn, she will display Arueshalae's Gift on Ostog.
Arueshalae will forego her free exploration and discard Jasan Adriel to examine Tenements Card 4: Proxy A - Ashwing Gargoyle. She will then explore. Arue would encounter a Story Bane, but she will have Ostog encounter the Ashwing Gargoyle instead.
Needless to say, Arueshalae's full gamut of support is at Ostog's disposal.
I'll pause here for Ostog to resolve his turn.
Hand: Jasan Adriel, Desna's Freedom, Gem of Mental Acuity (Core), Frost Longbow, Swallowtail Bracers, Skoan-quah Boneslayer,
Displayed:
Deck: 11 Discard: 5 Buried: 2
Current Location: Tenement
Hero Points: 1
NOTES:
Available Support: Use my Blessings if needed
Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.
Middle of Deck (Unknown Order): Glamered Leather Armor, Cerulean Mastermind, Nightspear, Urgathoa's Gluttony, Spherewalker Staff, Deathbane Light Crossbow, Keen Starknife, The Midwife, Lamashtu's Madness, The Marriage
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
You may evade your encounter (☐ then if it's your turn, you may move)
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☑ or any) turn, you may add Arueshalae's Gift to your hand.
☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.

The Unslain Ostog |

Arueshalae encounters Henchman Proxy A2 and passes off the encounter to Ostog.
Story Bane
Traits:
Gargoyle
To Defeat:
Combat 23
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Suffer Wounded since Ostog is Human. Resistant to Melee but vulnerable to Magic. For combat, reveal Dwarven Earthbreaker to do Melee+2d6+1. Bury Discard Improvised Club to add 1d12. Reveal Belt of Giant Strength to add 1 to check. Arueshalae's Gift adds 1d4+1
Combat 23: 1d10 + 6 + 2d6 + 1 + 1d12 + 4 - 4 + 1 + 1d4 + 1 ⇒ (4) + 6 + (3, 4) + 1 + (8) + 4 - 4 + 1 + (4) + 1 = 32
Defeated! Bury Wounding Spear Axe +1 to close. Another local character must summon the danger. Everyone moves to the Stable.
Hand: Dwarven Earthbreaker +1, Belt of Giant Strength,
Displayed: Orange War Paint,
Deck: 15 Discard: 2 Buried: 1
Current Location: Tenement
Hero Points: 6
Paizo Reroll: Not used
NOTES:
Available Support: Blessings!
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Pit Gladiator, Greatclub +3, Blessing of Gorum, Legionnaire Chaplain, Shock Glaive +1, Blessing of the Father of Creation, Bear, Pillaging Mace, Blessing of Cayden Caliean, Blessing of Shax, Smith
Recharged: Blessing of Tsukiyo, Blessing of Achaekek, Topaz of Strength, Blackjack's Rapier,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapon
POWERS:
You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
When another local character moves during their move step, you may move to an open location.
☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
☑ Before you reset your hand, you may recharge any number of weapons (☑ and items).
☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

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Arueshalae would encounter the Ashwing Gargoyle, but she evades it. She then resets her hand.
I owe Ostog a heal to remove his Wound!
Arueshalae ends her turn and resets her hand.
Hand: Keen Starknife, Desna's Freedom, Gem of Mental Acuity (Core), Frost Longbow, Swallowtail Bracers, Skoan-quah Boneslayer,
Displayed:
Deck: 10 Discard: 6 Buried: 2
Current Location: Tenement
Hero Points: 1
NOTES:
Available Support: Use my Blessings if needed
Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.
Middle of Deck (Unknown Order): The Marriage, Cerulean Mastermind, The Mute Hag, Glamered Leather Armor, Urgathoa's Gluttony, The Midwife, Nightspear, Spherewalker Staff, Lamashtu's Madness
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
You may evade your encounter (☐ then if it's your turn, you may move)
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☑ or any) turn, you may add Arueshalae's Gift to your hand.
☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.

The Unslain Ostog |

Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
Out of Turn Updates: Arueshalae's Gift displayed on Ostog adding 1d4+1 to all Strength checks.
Turn: Turn 10 - The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hour Power: When at least 3 types of boon are played on any check, a character may draw a card.
SOT: N/a
Move: Stay at Stable
Explore: Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
BYA Fortitude 7: 1d10 + 2 ⇒ (8) + 2 = 10
Can play weapons. For combat, reveal Dwarven Earthbreaker +1 to do Melee+2d6+1. Arueshalae's Gift adds 1d4+1. Belt of Giant Strength adds 1.
Combat 16: 1d10 + 6 + 2d6 + 1 + 1d4 + 1 + 1 ⇒ (7) + 6 + (4, 3) + 1 + (2) + 1 + 1 = 25
Defeated!
End Turn: Reset hand.
[u]Summary[/u]:
Move: Stable
Acquired: N/a
Banished: Stable Card 1: Cytillipede
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Dwarven Earthbreaker +1, Greatclub +3, Belt of Giant Strength, Blessing of the Father of Creation,
Displayed: Orange War Paint,
Deck: 13 Discard: 2 Buried: 1
Current Location: Stable
Hero Points: 6
Paizo Reroll: Not used
NOTES:
Available Support: Blessings!
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Pillaging Mace, Blessing of Cayden Caliean, Blessing of Gorum, Bear, Pit Gladiator, Legionnaire Chaplain, Shock Glaive +1, Blessing of Shax, Smith
Recharged: Blessing of Tsukiyo, Blessing of Achaekek, Topaz of Strength, Blackjack's Rapier,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapon
POWERS:
You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
When another local character moves during their move step, you may move to an open location.
☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
☑ Before you reset your hand, you may recharge any number of weapons (☑ and items).
☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

Raheli - ACG kuey |

Out of Turn Updates:
On Zetha's turn, Heal 1 ==> The Tangled Briar
On Arueshalae's turn, take 1 Range Combat damage when #4: Tenement closed ==> Discard Boots of Friendly Terrain (Core)
Turn Order: Arueshalae, Ostog, Raheli, Zetha,
Turn: Turn 11: Norgorber's Shadow
Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.
SOT:
Arueshalae's Gift displayed on Raheli adding 1d4+1 to all Dexterity checks.
Give Card: Nil
Move: Stay at #5: Stable
Explore:
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.
BYA: EVERYONE summon and encounter this barrier.
Arueshalae's Gift for +1d4+1
Dexterity DC4+4: 1d10 + 4 + 1d4 + 1 ⇒ (3) + 4 + (3) + 1 = 11 ==> Defeated
Put Mass Cure into Recovery, to Heal 1d4 + 1 ⇒ (1) + 1 = 2 ==> Calistria's Sting, Blessing of Abadar
Also Heal Zetha 1d4+1.
End Turn:
Recovery: Discard Mass Cure as no chance to Recharge
Reset hand.
(Drew Staff of Minor Healing. At next SoT, recharge to Heal Ostog 1, and also removing Wounded.)
"
Hand: Black Spot, Embalming Fluid, Star Candles, The Tangled Briar, Staff of Curses,
Displayed:
Deck: 13 Discard: 4 Buried: 0
Current Location: #5: Stable
Hero Points: 2
Tier.XP: 4.5
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Black Spot: reduce Monster DC by 5
Staff of Curses: reduce Monster DC by 1d4+4; exchange Monster; or banish Curse
Movement: If location close, move to NA
Other: [X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Gem of Physical Prowess, Calistria's Sting, Corrosion, Boots of Alacrity, Blessing of Milani, Stone Skin, Dryad Sandals, Salvator Scream, Wayfinder, Blessing of Abadar, Shy Ratani, Old Salt
Recharged: Staff of Minor Healing,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Skills from Cohort: Flesh Poppet
Arcane: Intelligence +2
Divine: Wisdom +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
☑ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.
Summary:
- Everyone to encounter Brawl
- Zetha heal 1d4+1
- Ostog heal 1 and banish Wounded
- #5: Stable: cards #3-10

The Unslain Ostog |

Forgot about Wounded. Would have discarded Blessing of Gorum at start of turn. Now must encounter Brawl. Belt of Giant Strength adds 1 to check.
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.
Melee 4+4=8: 1d10 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Defeated Brawl. At start of Zetha's turn, Raheli heals Ostog for 1 and removes Wounded. Heal Improvised Club

BR Mhuirich |

It looks like everyone except Raheli still needs to account for discarding for Beseiged when moving to the stables. Arueshalae and Zetha still need to encounter the Brawl from Raheli's turn.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
During This Scenario: You may move only when your location is and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Tavern.
Once each turn, you may bury a card to explore.
After acting against a closing henchman, another local character summons and encounters the danger.
If you fail an attempt to close your location, shuffle the closing henchman Ashwing Gargoyle—Proxy A into your location.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
BESIEGED: After you move, suffer 1 Ranged Combat damage.
Story Banes
Danger: Ashwing Gargoyle
Villain: None
Henchmen (Closing): Ashwing Gargoyles—Proxy A
Danger:
Story Bane
Traits:
Gargoyle
To Defeat:
Combat 23
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Scenario Level (#): 4
Turn: 12, Zetha/MatsuKurisu
Monsters
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:
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 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Core
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.
Barriers
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
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 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Weapons
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.
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 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
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Spells
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.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
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:
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.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Allies
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
CotCT
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.
Blessings
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.
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hour Power: When you would fail a check, you may bury 1 card to reroll 1 die.
Current Hour:
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.
Hours Remaining: 18
Hourglass
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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 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 Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
The Bear
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
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.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
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 Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The 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 Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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.
Location #1: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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
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
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Location #5: Stable
Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/Akaitora, Ostog/MauveAvengr, Raheli/kuey, Zetha/MatsuKurisu, None
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
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
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
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
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.
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.

The Unslain Ostog |

And forgot about Besieged. Will recharge Belt of Giant Strength to reduce damage to 0. Will draw Legionnaire Chaplain instead at Ostog's EOT.
Hand: Dwarven Earthbreaker +1, Greatclub +3, Legionnaire Chaplain, Blessing of the Father of Creation,
Displayed: Orange War Paint,
Deck: 13 Discard: 2 Buried: 1
Current Location: Stable
Hero Points: 6
Paizo Reroll: Not used
NOTES:
Available Support: Blessings!
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Topaz of Strength, Blessing of Tsukiyo, Blessing of Achaekek, Blessing of Cayden Caliean, Improvised Club, Shock Glaive +1, Pit Gladiator, Blackjack's Rapier, Bear, Pillaging Mace, Smith, Blessing of Shax
Recharged: Belt of Giant Strength,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapon
POWERS:
You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
When another local character moves during their move step, you may move to an open location.
☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
☑ Before you reset your hand, you may recharge any number of weapons (☑ and items).
☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

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Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
Out of Turn Updates
Beseiged: 1 Ranged Damage, recharge Stalking Armor -2 to 0
On Raheli's turn
- #2: Brawl, Barrier 1: Dexterity 8(4+4)
Banish M1: Basilisk (AD3) to use Stealth 1d10+2+3, Draw ac Glamered Leather Armor +1d4
Dexterity 8: 1d10 + 2 + 3 + 1d4 ⇒ (5) + 2 + 3 + (2) = 12 - Success
Display ac Glamered Leather Armor
Mass Cure:Heal: 1d4 + 1 ⇒ (1) + 1 = 2
heal card#1: 1d6 ⇒ 3 Blessing of Achaekek
heal card#2: 1d5 ⇒ 2 Charm Monster
Hour = 12, Zetha/MatsuKurisu: The First
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
Start of Turn
At: #5: Stable
Draw M1: Quivering Cube (AD2), M2: Gray Maiden Footsoldier (AD2) to hand
Display Arueshale's gift on Charisma +1d4+1
Give: No
Move: No
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
Free Explore = 2: Blackjack's Gear, Item 4: Dexterity 10
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Dexterity 1d10+2, Recovery Good Omen +1d6+4
Dexterity 10: 1d10 + 2 + 1d6 + 4 ⇒ (1) + 2 + (5) + 4 = 12 - Acquired
Display ac Blackjack's Gear
Scenario.Bury(Staff of Cackling Wrath) explore = 3: Pit Gladiator, Ally 2: Strength 10 THEN Diplomacy 9
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.
Banish M2: Gray Maiden Footsoldier (AD2) to use Stealth 1d10+2+3, Draw ac Glamered Leather Armor +1d4
Strength 10: 1d10 + 2 + 3 + 1d4 ⇒ (3) + 2 + 3 + (1) = 9 - Failed. Banished
Display ac Glamered Leather Armor
Discard Blessing of Norgorber explore = 4: Helm of the Valkyrie, Armor 2: Fortitude 8
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Banish M1: Quivering Cube (AD2) to use Stealth 1d10+2+3, Draw ac Glamered Leather Armor +1d4
Fortitude 8: 1d10 + 2 + 3 + 1d4 ⇒ (10) + 2 + 3 + (1) = 16 - Acquired
Display ac Glamered Leather Armor
Zetha ends her turn.
Zetha attempts to recover all cards in her Recovery pile.
Arueshalae's Gift +1d4+1, ac Circlet of Mental Acuity +1
Good Omen (Core): Arcane 8: 1d10 + 2 + 2 + 1d4 + 1 + 1 ⇒ (1) + 2 + 2 + (4) + 1 + 1 = 11 -> Good Omen (Core) recharged.
Zetha resets her hand.
Discard
Draw up Blazing Servant, Blessing of Achaekek, Stalking Armor, Staff of Minor Healing
Summary
Location = #5: Stable
Acquired = 2: Blackjack's Gear, 4: Helm of the Valkyrie
Banished = 3: Pit Gladiator, M1: Quivering Cube (AD2), M2: Gray Maiden Footsoldier (AD2)
Examined =
Location =
Acquired =
Banished =
Examined =
Added =
From Box = M1: Quivering Cube (AD2), M2: Gray Maiden Footsoldier (AD2)
Displayed =
Give =
Used =
Other =
"
Hand: ac Helm of the Valkyrie, ac Circlet of Mental Acuity, Blessing of Abadar, Blazing Servant, Blessing of Achaekek, Stalking Armor, Staff of Minor Healing,
Displayed: Ahtez, ac Glamered Leather Armor, ac Blackjack's Gear,
Deck: 9 Discard: 5 Buried: 2
Hero Points: 3
NOTES:
Available Support: Distant: Blessings available,
Local: Staff of Minor Healing available
Movement: On Close: Move Zetha to Base
Middle of Deck (Unknown Order): Cockroach Coat, Entice, M1: Quivering Cube (AD2), Bound Imp, Charm Monster, Bound Shadow Demon, Haste, Augury
Recharged: Good Omen (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
After you play an Attack spell, banish it.
At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
[X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).
~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

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During Arue's last turn, I forgot to mention that I took 1 Ranged Combat damage due to Besieged. Arue discarded Jasan Adriel, and her hand above reflects it.
During Raheli's turn, Arueshalae would encounter Brawl, but she evades it instead.
Starting Arueshalae's turn. The hour is Incitation. No effect.
Arue will explore and encounter Stable Card 5: Nightspear, my dear friend! Arue will attempt a Divine check to acquire. She will recharge her Gem of Mental Acuity to use her Charisma die. She will also discard Desna's Freedom to bless her check. Finally, she will reveal her Swallowtail bracers to add 1 to her non-combat check.
CtA Divine 9: 2d12 + 1 ⇒ (1, 11) + 1 = 13
Acquired! Since we are doing well on time, Arue will use the location's power and shuffle a new ally into a random other location, which has to be the Tavern.
Arue will then discard Skoan-quah Boneslayer to examine Stable Card 6: Enormous Reefclaw. Arue will explore again, but she will then evade the Enormous Reefclaw, so Stable is shuffled.
Arue ends her turn. When she does, she discards Nightspear to heal some allies and Blessings.
Healing Arueshalae's allies and blessings: 1d4 + 1 ⇒ (1) + 1 = 2
Arue heals Sklar-quah Thundercaller and Sergeant-at-arms.
Hand: Keen Starknife, Lamashtu's Madness, Cerulean Mastermind, Frost Longbow, Swallowtail Bracers, Sklar-quah Thundercaller,
Displayed:
Deck: 10 Discard: 7 Buried: 2
Current Location: Tenement
Hero Points: 1
NOTES:
Available Support: Use my Blessings if needed
Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.
Middle of Deck (Unknown Order): Spherewalker Staff, Urgathoa's Gluttony, Deathbane Light Crossbow, Glamered Leather Armor, Sergeant-at-arms, The Mute Hag, The Midwife, Nightspear
Recharged: Gem of Mental Acuity (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
You may evade your encounter (☐ then if it's your turn, you may move)
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☑ or any) turn, you may add Arueshalae's Gift to your hand.
☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.

The Unslain Ostog |

Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
Out of Turn Updates: Arueshalae's Gift displayed on Ostog adding 1d4+1 to all Strength checks.
Turn: Turn 14 - The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hour Power: At the start of the turn, any character may recharge a card to move.
SOT: N/a
Move: Stay at Stable
Stable is shuffled. Random Explore needed.
Random Explore: 1d5 + 4 ⇒ (4) + 4 = 8
Explore: Dire Lion
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.
Stealth 7: 1d4 ⇒ 4
Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2
Recharge Greatclub +3 to reduce Combat damage to 0. For combat, reveal Dwarven Earthbreaker +1 to do Melee+2d6+1. Bury Legionnaire's Chaplain to do add additional 1d12.
Combat 17: 1d10 + 6 + 2d6 + 1 + 1d12 ⇒ (9) + 6 + (3, 5) + 1 + (4) = 28
End Turn: Reset hand.
[u]Summary[/u]:
Move: Stable
Acquired: N/a
Banished: Stable Card 8: Dire Lion
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Dwarven Earthbreaker +1, Pillaging Mace, Pit Gladiator, Blessing of the Father of Creation,
Displayed: Orange War Paint,
Deck: 12 Discard: 2 Buried: 2
Current Location: Stable
Hero Points: 6
Paizo Reroll: Not used
NOTES:
Available Support: Blessings!
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Blackjack's Rapier, Topaz of Strength, Blessing of Achaekek, Bear, Blessing of Cayden Caliean, Blessing of Shax, Blessing of Tsukiyo, Smith, Shock Glaive +1, Improvised Club
Recharged: Belt of Giant Strength, Greatclub +3,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapon
POWERS:
You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
When another local character moves during their move step, you may move to an open location.
☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
☑ Before you reset your hand, you may recharge any number of weapons (☑ and items).
☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

Raheli - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Arueshalae, Ostog, Raheli, Zetha,
Turn: Turn 15: Orison
Hour Power: No effect.
SOT:
Arueshalae's Gift displayed on Raheli adding 1d4+1 to all Dexterity checks.
Give Card: Nil
Move: Stay at #5: Stable
Explore:
Which card: 6,7,9: 1d3 ⇒ 1 ==> #6
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
BYA: Everyone suffer 1 Combat damage.
Discard Star Candles
Recharge Staff of Curses for Dex+2d8
Reveal Embalming Fluid for +2
Arueshalae's Gift for +1d4+1
Combat DC19: 1d10 + 4 + 2d8 + 2 + 1d4 + 1 ⇒ (8) + 4 + (5, 3) + 2 + (3) + 1 = 26 ==> Success but reroll
Combat DC19: 1d10 + 4 + 2d8 + 2 + 1d4 + 1 ⇒ (4) + 4 + (4, 7) + 2 + (2) + 1 = 24 ==> Defeated
Draw card ==> Stone Skin
Embalming Fluid: Disable DC7: 1d10 + 6 + 1d4 + 1 ⇒ (7) + 6 + (3) + 1 = 17 ==> Success so no bury card.
End Turn: Reset hand.
"
Hand: Black Spot, Stone Skin, Embalming Fluid, The Tangled Briar, Gem of Physical Prowess, Salvator Scream,
Displayed:
Deck: 11 Discard: 5 Buried: 0
Current Location: #5: Stable
Hero Points: 2
Tier.XP: 4.5
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Black Spot: reduce Monster DC by 5
Stone Skin: reduce damage by 4
Movement: If location close, move to NA
Other: [X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Blessing of Abadar, Shy Ratani, Wayfinder, Dryad Sandals, Calistria's Sting, Corrosion, Blessing of Milani, Old Salt, Boots of Alacrity
Recharged: Staff of Minor Healing, Staff of Curses,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Skills from Cohort: Flesh Poppet
Arcane: Intelligence +2
Divine: Wisdom +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
☑ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.
Summary: #5 Stable
- cards left: random (7,9)

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Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
Out of Turn Updates
Reefclaw: 1 Combat Damage, Reveal 1 to 0
Recharge Staff of Minor Healing, Arueshalae heal 1
Hour = 12, Zetha/MatsuKurisu: The Snakebite
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
Start of Turn
At: #5: Stable
Draw M3: Rajambari (AD3), M4: Gargoyle (AD4) to hand
Display Arueshale's gift on Charisma +1d4+1
Give: No
Move: No
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
Free Explore Top card 7,9: 1d2 ⇒ 2 = 9: Henchman Proxy A5
Ashwing Gargoyle, Story Bane, Combat 23
Gargoyle
To Defeat:
Combat 23
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Raheli recovery Black Spot -5DC
Athez(Melee,Cold) 1d10+2+3+4, Discard Blessing of Achaekek +2d10, Reveal Stalking Armor +2
Resistant Melee -4
Combat 18(23-5): 1d10 + 2 + 3 + 4 + 2d10 + 2 - 4 ⇒ (3) + 2 + 3 + 4 + (3, 3) + 2 - 4 = 16 - Failing. Athez recharge(ac Circlet of Mental Acuity)
Combat 18(23-5): 1d10 + 13 ⇒ (9) + 13 = 22 - Banished
Location #5: Stable
When Closing: Succeed at a Diplomacy 9(5+4) check.
Diplomacy 1d10+2+1, Arueshalae's Gift +1d4+1,
Diplomacy 9: 1d10 + 2 + 1 + 1d4 + 1 ⇒ (9) + 2 + 1 + (3) + 1 = 16 - CLOSED
On closing, everyone moves
Besieged: 1 combat, Recharge Stalking Armor -2 to 0
Zetha ends her turn.
Zetha attempts to recover all cards in her Recovery pile.
Arueshalae's Gift +1d4+1
Zetha resets her hand.
Discard
Draw up Bound Shadow Demon, M1: Quivering Cube (AD2)
Summary
Location = #5: Stable- CLOSED
Acquired =
Banished = 9: Henchman Proxy A5
Examined =
Location =
Acquired =
Banished =
Examined =
Added =
From Box = M3: Rajambari (AD3), M4: Gargoyle (AD4)
Displayed =
Give =
Used = Raheli recovery Black Spot
Other = Arueshalae heal 1
On closing, everyone moves
"
Hand: Blazing Servant, ac Helm of the Valkyrie, Bound Shadow Demon, Blessing of Abadar, M1: Rajambari (AD3), M2: Gargoyle (AD4), M1: Quivering Cube (AD2),
Displayed: Ahtez, ac Glamered Leather Armor, ac Blackjack's Gear,
Deck: 10 Discard: 6 Buried: 2
Hero Points: 3
NOTES:
Available Support: Distant: Blessings available,
Local:
Movement: On Close: Move Zetha to Base
Middle of Deck (Unknown Order): Cockroach Coat, Charm Monster, Haste, Augury, Bound Imp, Entice
Recharged: Good Omen (Core), Staff of Minor Healing, ac Circlet of Mental Acuity, Stalking Armor,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
After you play an Attack spell, banish it.
At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
[X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).
~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

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During Raheli's turn, Arue takes 1 Combat Damage. She discards her Frost Longbow for it.
During Zetha's turn, Arue heals 1: Frost Longbow. Then takes 1 Ranged Combat Damage. She discards Cerulean Mastermind for it.
Starting Arueshalae's turn. The hour is The Vision. Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it. Arue examines the top card of Tavern, which has been shuffled.
Random Card, 11 is new ally shuffled on Arue's last turn: 1d11 ⇒ 4
Arue examines Tavern Card 4: Ashwing Gargoyle! Heh. Nice.
Arueshalae will explore to encounter Tavern Card 4: Ashwing Gargoyle.
Story Bane
Traits:
Gargoyle
To Defeat:
Combat 23
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
For her check to defeat, Arueshalae will reveal and recharge her Keen Starknife to use her Ranged +2d4+1 and count all 4's rolled as 6's. I will also discard Lamashtu's Madness to bless my check against a monster twice.
CtD Combat, Ranged 23: 3d8 + 5 + 2d4 + 1 + 4 ⇒ (3, 1, 5) + 5 + (2, 4) + 1 + 4 = 25
Phew! Defeated! After acting, Zetha encounters the danger. Presumably, she banishes a monster to evade her encounter. Then, everyone reveals an ally to close the Tavern. WE WIN!

BR Mhuirich |

Development
The stony, fractured forms of gargoyles litter the street around you. The rest of the way back to the inn seems to take forever as you carefully scan each rooftop for another ambush. The warmth of the inn's hearth provides a welcome reprieve from the oppressive gloom of the streets.
Tomorrow, you‘ll travel to the Lupescinov estate and solve this riddle. Someone sent those gargoyles after you, and they have to know you survived. They'll come for you, so whatever sleep you get is going to have to be light. This assumes the night doesn't bring its own terrors.
Reward
For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once.
Acquired Cards
Salvator Scream (Ally 4)
Jasan Adriel (Ally 4)
Lyrune-quah Truthspeaker (Ally 4)
Nightspear (Ally 4)
Sklar-quah Thundercaller (Ally 4)
Helm of the Valkyrie (Armor 2)
Glamered Leather Armor (Armor 2)
Urgathoa's Gluttony (Blessing 2)
The Tangled Briar (Blessing 1)
Circlet of Mental Acuity (Item 2)
Blackjack's Gear (Item 4)
Safe Haven (Spell 4)
Blackjack's Rapier (Weapon 4)

BR Mhuirich |

Scenario 4C: Who Needs Sleep?
Before crawling into bed, you take a few minutes to ward your room with magical alarms and alchemical traps, in case whoever decided to kill you makes another attempt in the night. You plan to sleep lightly, but as soon as you lie down, the exhaustion from the day’s strenuous events catches up to you. You began your day in high society, gaining answers about who was behind the efforts to get Ardis declared Ustalav's new capital. You ended it with a clash with the gargoyles of the city's rooftops.
The shriek of your magical alarms startles you awake. A figure in blood red armor, with the helmet of a praying mantis, struggles to untangle itself from the trap you rigged up over the door. But the assassin isn't alone; several others fill the room. The odds aren’t in your favor. You lunge for the window, avoiding the trap you set there. While the obstacle won’t do much harm, hopefully it will at least slow down any pursuit. You hit the ground running, and as you pass by one of the bars you hear voices shouting, "There! There's the outsiders causing all the trouble!"
More shouts come from all directions; clearly someone has been spreading rumors about you. From what you can make out, you're responsible for just about every problem and misfortune in the entire city. Your day must have been a lot busier than you remember.
As mobs start to form, it becomes more and more difficult to find a clear path through the streets. You may be able to talk down some of them, but all of them? Unlikely. You scramble to think of where you can go. Everywhere is filled with angry people, and each wants a piece of you. As you run, you can see shadows flitting through the darkness. Probably more assassins. You won’t be able to evade them forever. You’ll need to make a stand against them, then deal with the mobs. And killing the townsfolk is not an option; you’re going to have to find another way to deal with them. But you can burn that bridge when you come to it.
Your muscles complain at your rapid pace, but adrenaline keeps you going. Assassins and mobs are just another night in the life of a Pathfinder.
STORY BANES
Danger: Red Mantis Assassin, Rioting Mob
Villain: None
Henchmen (Closing): Red Mantis Assassins—Proxy A
Setup
Add the Onslaughts wildcard Impoverished.
After building the locations, shuffle a non-closing henchman Rioting Mob—Proxy B into each.
DURING THIS SCENARIO
Once each turn, you may bury a card to explore.
After your exploration, if you explored 3 or more times this turn, summon and encounter the danger.