The Unslain Ostog |
Ostog will display Orange War Paint (better late than never!).
Hand: Greatsword, Athlete, Quartermaster,
Displayed: Orange War Paint,
Deck: 6 Discard: 4 Buried: 3
Current Location: Trail
Hero Points: 3
Paizo Reroll: Not Used
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Improvised Club, Longsword, Smith, Blessing of the Gods
Recharged: Mace, Plaguebringer's Mask,
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, you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
When another local character moves during their move step, you may move to an open location.
The Unslain Ostog |
Thunderstorm got moved to the Castle as discussed in Discord. Ostog will roll for it and may have to adjust his turn.
Thunderstorm: 1d4 ⇒ 1
Electricity Damage: 1d6 ⇒ 2
Ostog takes 2 points of damage. Will recharge Greatclub +1 to reduce damage by 3. To fight the Mummy, Ostog will reveal and discard Shock Glaive +1 to do Melee+1d10+1d8.
Combat 14+2+2=18: 1d10 + 4 + 1d10 + 1 + 1d8 ⇒ (8) + 4 + (4) + 1 + (1) = 18
Ostog kills the Mummy. To close, he will bury top card of deck. Bury Smith. Don't change rest of turn.
Hand: Greatsword, Athlete, Quartermaster,
Displayed: Orange War Paint,
Deck: 6 Discard: 5 Buried: 2
Current Location: Trail
Hero Points: 3
Paizo Reroll: Not Used
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Blessing of the Gods, Improvised Club, Longsword
Recharged: Mace, Plaguebringer's Mask, Greatclub +1,
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, you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
When another local character moves during their move step, you may move to an open 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 #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
During This Scenario: At the end of your turn, if you explored a location other than the Base on your turn, but encountered no banes, summon and, encounter the danger.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire: Strength Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges. Discard to explore, or to move then explore.
STORY BANES
Danger: Each time you encounter the danger, randomly choose a new Undead story bane.
Villian: None
Henchman (Closing): Each time you encounter a Proxy A, randomly choose a new Undead story bane.
Undead Story Bane Roster
Core Story Bane 1
Traits: Skeleton Undead
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Core Story Bane 1
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
Core Story Bane 1
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Core Story Bane 2
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.
Core Story Bane 2
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Core Story Bane 2
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
Setup
Add the Onslaughts wildcard Besieged.
Besieged: After you move, suffer 1 Ranged Combat damage.
A character may display the supporter Jayna Lemore.
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.
Scenario Level (#): 3
Turn: 14, Raheli/kuey
Monsters
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
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.
CotCT
Monster 1
Traits:
Human
Rogue
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
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.
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.
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.
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Core
Barrier 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.
Weapons
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.
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 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 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Spells
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.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 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.
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Armors
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
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 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
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 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
CotCT
Item 2
Traits:
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.
Allies
CotCT
Ally 1
Traits:
Human
Rogue
To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
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.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Blessings
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Core
Blessing 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.
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hours Remaining: 16
Hourglass
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.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
The 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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
The 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.
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 ?: 4
Located/Displayed Here: Arueshalae/Akaitora, None
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 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
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.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
Location #4: Tower
Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Brain Ooze, Summoning Trap, Magic Spiked Full Plate
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
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
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type: 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
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
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
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.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Ostog/MauveAvengr, Assassination Squad, Dire Lion, Lamashtu's Madness, Drums of Panic
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
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
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Core
Monster 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
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
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
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.
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
Raheli - ACG kuey |
Out of Turn Updates:
Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Wisdom checks until further notice.
Turn Order: Ostog, Raheli, Zetha, Arueshalae,
Turn: Turn 14: The Foreign Trader
Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
SOT: Examine #5: Trail ==> #1: Henchman Proxy A5 (Henchman!)
Move: Stay at #4: Tower
Explore:
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
BYA: Combat damage: 1d4 + 1 ⇒ (2) + 1 = 3 ==> Discard Haunted Doll, Boots of Friendly Terrain (Core), Codex (Core)
Recharge Blessing of Kofusachi for Dex+1d8
Reveal Binder's Tome for +1d4.
Remove 1 marker on Flesh Poppet for +1d4.
Combat DC15: 1d10 + 1 + 1d8 + 1d4 + 1d4 ⇒ (10) + 1 + (4) + (2) + (3) = 20 ==> Defeated.
End Turn: Reset hand.
"
Hand: Binder's Tome, Gem of Physical Prowess, Fox, Embalming Fluid, Corrosion, Crow (Core),
Displayed:
Deck: 5 Discard: 7 Buried: 0
Current Location: #4: Tower
Hero Points: 2
Tier.XP: 3.0
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Binder's Tome: +1d4 local Combat & Cha (Mental)
Crow: +1d6 local acquire
Fox: +1d4 Wis or Int
Corrosion: +1 die vs barrier
Movement: If location closes, move to Base
Other: [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 the Quartermaster, Blessing of Abadar, Black Spot, Apprentice
Recharged: Blessing of Kofusachi,
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
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 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 recharged (☐ plus the items' highest adventure deck number) to your check.
Zetha {UI} - Matsu Kurisu |
Turn order
MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae,
Hour = 1: Zetha/MatsuKurisu: The Marriage
When this is the hour: At the start of your turn, summon and encounter an ally.
Start of Turn
At: #5: Trail
Draw M1: Attic Whisperer (AD1), M2: Ghast (AD3) to hand
The Marriage.start of your turn,
A1: Gang Enforcer, Ally 1: Stealth 7
Human
Rogue
To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Stealth 1d10+1+3, Reveal Stalking Armor +2,
Stealth 7: 1d10 + 1 + 3 + 2 ⇒ (4) + 1 + 3 + 2 = 10 - Acquired
Give: ac Gang Enforcer to Raheli
Move: #5: Trail - take 1 damage. Discard M2: Ghast (AD3)
Free Explore = 1: Henchman Proxy A5: Undead Bane: 1d6 ⇒ 3
Yippee, no cold immunity
Zombie Minions: Combat 9 THEN Combat 14(11+3)
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Athez Melee / Cold 1d10+1+3+3, Reveal Stalking Armor +2, Distant characters +2DC
Combat 11(9+2): 1d10 + 1 + 3 + 3 + 2 ⇒ (9) + 1 + 3 + 3 + 2 = 18 - success
Athez Melee / Cold 1d10+1+3+3, Reveal Stalking Armor +2, Recovery Enchanted Fang +1d4, Distant characters +2DC
Combat 16(14+2): 1d10 + 1 + 3 + 3 + 2 + 1d4 ⇒ (10) + 1 + 3 + 3 + 2 + (3) = 22 - success. Banished
Location #5: Trail
When Closing: Discard card matching your favored card (Spell - Twisted Space).
Only open location #4: Tower
Trail Card 7: Dire Lion, Monster 3
Trail Card 11: Drums of Panic, Item 3
Trail Card 14: Assassination Squad, Barrier 3
Zetha moves to #4: Tower - take 1 damage. Discard M1: Attic Whisperer (AD1)
Ostog moves & takes 1 combat damage
Zetha ends her turn.
Scenario.Bane Encountered = No Summon
Zetha attempts to recover all cards in her Recovery pile.
Enchanted Fang: Arcane 7: 1d10 + 1 + 2 ⇒ (5) + 1 + 2 = 8 -> Enchanted Fang recharged .
Zetha resets her hand.
Draw up Cockroach Coat, ac Eries Yelloweyes
Start of Akaitora/Arueshalae turn.
Display Cockroach Coat
Summary
Location = #5: Trail - CLOSED
Acquired =
Banished = 1: Henchman Proxy A5
Examined =
Location = #4: Tower - SHUFFLED
Added = Trail Card 7: Dire Lion, Monster 3
Trail Card 11: Drums of Panic, Item 3
Trail Card 14: Assassination Squad, Barrier 3
From Box = M1: Attic Whisperer (AD1), M2: Ghast (AD3), A1: Gang Enforcer
Displayed =
Give = ac Gang Enforcer to Raheli
Used =
Other = Zetha moves to #4: Tower
Ostog moves & takes 1 combat damage
"
Hand: Augury, Stalking Armor, Sorrowsoul, M1: Wood Golem (AD3), ac Eries Yelloweyes,
Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
Deck: 7 Discard: 9 Buried: 2
Hero Points: 2
NOTES:
Available Support: Distant:
Local: Augury available
Movement: On close, move to #0: Base
Middle of Deck (Unknown Order): Blessing of the Gods , Black Spot, Troubadour, Bound Lantern Archon
Recharged: Staff of Minor Healing, Good Omen (Core), Enchanted Fang,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
The Unslain Ostog |
Ostog will move to Tower. Recharge Quartermaster to reduce damage by 3.
Hand: Greatsword, Athlete,
Displayed: Orange War Paint,
Deck: 7 Discard: 5 Buried: 2
Current Location: Tower
Hero Points: 3
Paizo Reroll: Not Used
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Blessing of the Gods, Improvised Club, Longsword
Recharged: Mace, Plaguebringer's Mask, Greatclub +1, Quartermaster,
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, you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
When another local character moves during their move step, you may move to an open 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 #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
During This Scenario: At the end of your turn, if you explored a location other than the Base on your turn, but encountered no banes, summon and, encounter the danger.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire: Strength Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges. Discard to explore, or to move then explore.
STORY BANES
Danger: Each time you encounter the danger, randomly choose a new Undead story bane.
Villian: None
Henchman (Closing): Each time you encounter a Proxy A, randomly choose a new Undead story bane.
Undead Story Bane Roster
Core Story Bane 1
Traits: Skeleton Undead
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Core Story Bane 1
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
Core Story Bane 1
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Core Story Bane 2
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.
Core Story Bane 2
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Core Story Bane 2
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
Setup
Add the Onslaughts wildcard Besieged.
Besieged: After you move, suffer 1 Ranged Combat damage.
A character may display the supporter Jayna Lemore.
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.
Scenario Level (#): 3
Turn: 16, Arueshalae/Akaitora
Monsters
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
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 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
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 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
Barrier 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.
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:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Weapons
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.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
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 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.
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.
Spells
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 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Spell 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.
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
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.
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.
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 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* 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:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Allies
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.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Core
Ally 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
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: 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.
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.
Hour Power: When you acquire a boon, bury it.
Current Hour:
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.
Hours Remaining: 14
Hourglass
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
The 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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
The 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.
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 ?: 4
Located/Displayed Here: Arueshalae/Akaitora, None
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 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
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.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
Location #4: Tower
Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Ostog/MauveAvengr, Brain Ooze, Summoning Trap, Magic Spiked Full Plate,
Dire Lion,
Drums of Panic,
Assassination Squad
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.
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.
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.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
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
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
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:
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
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
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.
Arueshalae - Akaitora |
Starting Arueshalae's turn. The hour is The Betrayal. Hour Power: When you acquire a boon, bury it.
After the start of her turn, Arueshalae is going to banish Candlelight to examine the hourglass' discard pile and put Benefaction on top. The hour power is now no effect.
Arueshalae will move to Tower. She takes 1 Ranged Combat Damage. She discards Orison as damage.
Arueshalae will explore to encounter Tower Card 1: Drums of Panic. I will ask Raheli to reveal her Binder's Tome to add 1d4 to my Charisma check.
CtA Charisma 10: 1d12 + 1d4 ⇒ (4) + (2) = 6
Nope :/. Arueshalae will take it easy and end her turn. She resets her hand.
Hand: Frost Longbow, Archer, Compass, Lamashtu's Madness, Luckstone, Deathbane Light Crossbow,
Displayed: Moise,
Deck: 4 Discard: 6 Buried: 0
Current Location: Tower
Hero Points: 2
NOTES:
Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. You can freely discard my Heavy Crossbow to add 1d8 to a distant check
Movement: If my location closes, move to the Tower.
Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Wisdom checks until further notice.
Middle of Deck (Unknown Order): The Mute Hag, Sands of the Hour, Glamered Leather Armor, Priest of Abadar
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: Ally
Hand Size: 5 ☑ 6
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 turn, you may add Arueshalae's Gift to your hand.
The Unslain Ostog |
Turn Order: MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae
Out of Turn Updates: N/a
Turn: Turn 17 - Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hour Power: You may avenge by discarding a card.
SOT: N/a
Move: Stay at Tower
Explore: Brain Ooze
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.
Will reveal Greatsword to do Melee+2d6.
Combat 12: 1d10 + 4 + 2d6 ⇒ (7) + 4 + (1, 6) = 18
Defeated! Discard Athlete to explore again.
Explore 2: 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.
Will fail the BYA Stealth/Survival roll. Can recharge Greatsword to reduce damage by 3 and empty hand. Ostog will punch the Dire Lion. Will ask Arushalae to discard Lamashtu's Madness to bless check twice and ask Raheli to reveal Binder's Tome to add 1d4 to local Combat check.
Combat 17: 3d10 + 4 + 1d4 ⇒ (10, 7, 8) + 4 + (2) = 31
Dire Lion is defeated.
End Turn: Reset Hand.
Hand: Improvised Club, Longsword, Mace, Blessing of the Gods,
Displayed: Orange War Paint,
Deck: 4 Discard: 6 Buried: 2
Current Location: Tower
Hero Points: 3
Paizo Reroll: Not Used
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): 0
Recharged: Plaguebringer's Mask, Greatclub +1, Quartermaster, Greatsword,
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, you may discard it instead.
When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
When another local character moves during their move step, you may move to an open location.
Raheli - ACG kuey |
Out of Turn Updates:
On Zetha's turn, receive Gang Enforcer
Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Wisdom checks until further notice.
Turn Order: Ostog, Raheli, Zetha, Arueshalae,
Turn: Turn 18: The First
Hour Power: When you would fail a check, you may bury 1 card to reroll 1 die.
SOT: Nil
Move: Stay at #4: Tower
Explore:
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Aru's gift for +1d4+1
Divine DC8: 1d6 + 2 + 1d4 + 1 ⇒ (3) + 2 + (3) + 1 = 9 ==> Acquired
Display Minor Harrowing at #4: Tower
Discard Gang Enforcer to explore again.
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.
Aru's gift for +1d4+1
Divine DC3: 1d6 + 2 + 1d4 + 1 ⇒ (5) + 2 + (1) + 1 = 9 ==> Acquired
Discard Crow (Core) to explore again.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Aru's gift for +1d4+1
Recharge Gem of Physical Prowess to use Dex die (1d10) for Wis
Put Corrosion into Recovery for +1 die
Divine DC13: 1d10 + 2 + 1d4 + 1 + 1d10 ⇒ (10) + 2 + (3) + 1 + (3) = 19 ==> Defeated!
End Turn:
Recovery, Corrosion: Divine DC9: 1d6 + 2 + 1d4 + 1 ⇒ (6) + 2 + (3) + 1 = 12 ==> Recharged
Reset hand.
"
Hand: Binder's Tome, Embalming Fluid, Fox, Prayer, Blessing of the Quartermaster, Apprentice,
Displayed:
Deck: 5 Discard: 9 Buried: 0
Current Location: #4: Tower
Hero Points: 2
Tier.XP: 3.0
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Binder's Tome: +1d4 local Combat & Cha (Mental)
Apprentice: +1d6 Int or Wis
Movement: If location closes, move to Base
Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Black Spot, Blessing of Abadar
Recharged: Blessing of Kofusachi, Gem of Physical Prowess, Corrosion,
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
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 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 recharged (☐ plus the items' highest adventure deck number) to your check.
Take note that Minor Harrowing is diplayed at #4: Tower. On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
Zetha {UI} - Matsu Kurisu |
Turn order
MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae,
Hour = 3: Zetha/MatsuKurisu: Rovagug's Destruction
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
Start of Turn
At: #5: Trail
Draw M1: Werewolf (AD1), M2: Manticore (AD3) to hand
Give: ac Gang Enforcer to Raheli
Move: #5: Trail - take 1 damage. Discard M2: Ghast (AD3)
Recovery Augury(Monster)
7: Henchman Proxy A4,
8: Deadfall Scorpion
9: Assassination Squad, TRIGGER -
When examined, you may move to this location and encounter this barrier.
Nope, not encountering
Free Explore = 7: Henchman Proxy A4: Undead Bane: 1d6 ⇒ 2
Yippee, no cold immunity
Wight, Core Story Bane 1, Veteran, knowledge 9(6+3)
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
BYA 1 cold damage (M1: Werewolf (AD1))
Banish M2: Manticore (AD3) to use Stealth
Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4, Recharge ac Eries Yelloweyes +1d6
knowledge 9: 1d10 + 1 + 3 + 2 + 1d4 + 1d6 ⇒ (6) + 1 + 3 + 2 + (1) + (1) = 14 - success. Banished
Location #4: Tower
When Closing: Succeed at a Perception 7(4+3) check.
Banish M1: Wood Golem (AD3) to use Stealth
Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4,
knowledge 9: 1d10 + 1 + 3 + 2 + 1d4 ⇒ (1) + 1 + 3 + 2 + (3) = 10
WE WIN
BR Mhuirich |
DEVELOPMENT
With the undead defenders dispatched, you pause to inspect the fallen.
"Inheritor's mercy!" Lemore’s voice quivers, her expression caught between grief and shock. Suddenly, a piercing shriek emerges from within the fortress.
When the living call for aid, the dead will have to wait.
REWARD
Rally the supporter Jayna Lemore.
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.
ACQUIRED CARDS
Zon-kuthon's Pain (Blessing 2)
Pharasma's Knowing (Blessing 1)
Prayer (Blessing 0)
Minor Harrowing (Spell 1)
Sawtooth Saber (Weapon 3)
BR Mhuirich |
Scenario 3B: Fear and Flame
The piercing shriek from the Fortress of the Quiet Shield is followed by another terrified scream, this one in a lower-pitched voice. The undead, so far, have been silent. Could you be hearing the voices of imperiled survivors?
The fortress's courtyard is empty except for blood, gore, and broken weapons of varied designs. Some of each clearly belonged to the defenders, some to the attackers. What seems to have once been a lovely garden at the center of the courtyard is filled only with fallen leaves and blighted, decaying plants. Up on the ramparts, a murder of crows surveys the devastation. The fortresses' sturdy timber buildings are only lightly damaged, scarred with gouges from claw and sword alike.
The maze of buildings is labyrinthine, probably designed to confuse attackers. Right now, you fear that the maze is confusing you. The crows caw loudly, as if to lend their own voices to your worries.
Pursuing the source of the cries of terror, you step between two buildings. Something brushes against your knee, and you instinctively fiatten yourself against the wall behind you for support. Moments later, a shower of arrows rains down from the roof above your head, impaling the ground where you once stood as well as the rest of the alleyway.
One of the projectiles grazes Lemore's leg, and another slices through a thin wire strung across the alleyway. Tripwires. Lemore uses a dagger to slice a handkerchief from her pocket, wrapping it as a makeshift bandage around her wound. She curses under her breath, as the pain jolts her out of her thoughts and into the well-rehearsed rituals of her combat training. "Don't worry about me. Keep going. I'm right behind you. And be careful—the invaders may have rigged up more nasty surprises."
Suddenly, an acrid new smell joins the miasma of stale battle and blood. Smoke. As you look up, you see fiames licking around one of the wooden buildings, and black soot rising up to foul the formerly clear sky.
The fortress is on fire! With a sinking realization, it strikes that you were already heading toward the burning building. To get to the living voices you hear, you'll have to pass through traps, undead, and fiames. And then you'll have to get everyone back out alive.
STORY BANES
Danger: Inferno
Villain: None
Henchmen (Closing): Inferno Trap, Wight, Ancient Skeleton, Wraith, Inferno—Proxy A
SETUP
Add the Perils wildcard Ablaze.
Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.
All characters start at the Ruin.
A character may display the supporter Jayna Lemore.
DURING THIS SCENARIO
You may move only when your location is closed, 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 Cell.
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 #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
During This Scenario: You may move only when your location is closed, 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 Cell.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire: Strength Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Setup
Add the Perils wildcard Ablaze.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.
All characters start at the Ruin.
A character may display the supporter Jayna Lemore.
Danger:
Story Bane
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Scenario Level (#): 3
Turn: 1, Arueshalae/Akaitora
Monsters
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.
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 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Barriers
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
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
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
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
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; 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 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 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.
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Force
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Spell 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
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Armors
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
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.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
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.
Items
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 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.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Allies
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Blessings
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Core
Blessing 3
Traits:
Deity: 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.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hour Power: At the start of your turn, summon and encounter an ally.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Hours Remaining: 29
Hourglass
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
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.
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 Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
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 Survivor
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.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 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.
The Queen Mother
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.
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #1: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Story Bane 2
Type: Monster
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##
OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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 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
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Ally 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.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, None
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
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
Item 3
Traits:
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.
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.
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Weapon 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
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Core
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.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
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.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Location #4: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
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
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Ally 2
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
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.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
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.
Location #5: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
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.
Core
Story Bane 1
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 11+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Zetha {UI} - Matsu Kurisu |
"
Hand: Detect Thoughts, Stalking Armor, Staff of Minor Healing, Troubadour, Bound Imp, Blessing of the Gods ,
Displayed: Ahtez, Jayna Lemore,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Distant:
Local:
Middle of Deck (Unknown Order): Bound Lantern Archon, Sorrowsoul, Cockroach Coat, Blessing of the Spy (2), Enchanted Fang, Blessing of the Spy, Blessing of the Ancients, Blessing of Abadar, Charm Person (Core), Good Omen (Core), Twisted Space
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 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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 (~ 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
The Unslain Ostog |
Ostog will start at the Ruin with everyone else.
Hand: Greatsword, Longsword, Blessing of Tsukiyo, Blessing of the Gods,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Ruin
Hero Points: 3
Paizo Reroll: Not Used
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Greatclub +1, Shock Glaive +1, Orange War Paint, Topaz of Strength, Quartermaster, Improvised Club, Mace, Blessing of Gorum, Athlete, Smith, Blessing of the Samurai, Plaguebringer's Mask, Blessing of Shax
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 you 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 |
Raheli will choose Snapping Turtle as cohort. It will guard against the damage every round. However, that means she would only be able to use her Cure once before it gets banished.
Start at the Ruin.
"
Hand: Corrosion, Compass, Codex (Core), Gem of Physical Prowess, Fox, Blessing of Kofusachi,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: #2: Ruin
Hero Points: 2
Tier.XP: 3.1
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Corrosion: +1 die vs barrier
Fox: +1d4 Int or Wis
Movement: If location closes, move to NA
Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Cure, Apprentice, Boots of Friendly Terrain (Core), Blessing of Abadar, Embalming Fluid, Binder's Tome, Blessing of Milani, Amulet of Life, Black Spot, Haunted Doll, Crow (Core)
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: Snapping Turtle
Arcane: Intelligence +2
Fortitude: Constitution +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the 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.
Arueshalae - Akaitora |
Heads up! Arueshalae can't ever actually take damage from Ablaze since she reduces Fire Damage dealt to her by 3 and the max. amount of damage Ablaze deals is 2, so I won't be rolling for it.
Hand: Heavy Crossbow, Deathbane Light Crossbow, Glamered Leather Armor, The Mute Hag, Frost Longbow, Priest of Abadar,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Tower
Hero Points: 2
NOTES:
Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. You can freely discard my Heavy Crossbow to add 1d8 to a distant check
Movement: If my location closes, move to the Tower.
Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Dexterity checks until further notice.
Middle of Deck (Unknown Order): Charm Person, Orison, Starbow, Archer, Compass, Gentleman Explorer, Luckstone, Spyglass, Desna's Freedom, 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: Ally
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 The Marriage. At the start of my turn, I summon and encounter an Ally. Lucky!.
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
An ally 3! This is worth pouring some resources into. Arue is going to recharge her Priest of Abadar to add 1d6. I will also ask Ostog to discard his Blessing of the Gods to copy the Marriage to bless Arue's check and add Zetha's 1d10 diplomacy skill die.
CtA Diplomacy 14: 2d12 + 2 + 1d6 + 1d10 ⇒ (11, 7) + 2 + (3) + (10) = 33
After the start of her turn, Arueshalae will display Arueshalae's Gift on Ostog, marking Strength. He can 1d4+1 to his Strength checks until further notice (as thanks (: ).
During her 'give a card' step, Arueshalae will give the Acadamae Scholar to Raheli. It seems to me it will be more useful in her hand.
After her move step, Arueshalae will recharge The Mute Hag to examine Ruins Card 1: Treacherous Tunnels. Eghh. Also at this point, Arueshalae will display her Glamered Leather Armor.
Arueshalae will then explore to encounter Ruins Card 1: Treacherous Tunnels, but will evade her encounter, shuffling Ruin.
She will then end her turn and reset her hand. As mentioned before, Arueshalae ignores Ablaze.
Hand: Heavy Crossbow, Deathbane Light Crossbow, Starbow, Desna's Freedom, Frost Longbow, Sands of the Hour,
Displayed: Glamered Leather Armor,
Deck: 10 Discard: 0 Buried: 0
Current Location: Tower
Hero Points: 2
NOTES:
Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. You can freely discard my Heavy Crossbow to add 1d8 to a distant check
Movement: If my location closes, move to the Tower.
Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Middle of Deck (Unknown Order): Compass, Luckstone, Archer, Spyglass, Gentleman Explorer, Lamashtu's Madness, Charm Person
Recharged: Priest of Abadar, 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: Ally
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 used Ostog's Blessing of the Gods. Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Turn: Turn 2 - Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hour Power: On your check, you may banish a random blessing from your discards to bless.
SOT: N/a
Move: Stay at Ruins
Explore: Arueshalae shuffled Ruins. Need to explore randomly.
Random Explore: 1d11 ⇒ 10
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.
Will ask Arueshalae to recharge Desna's Freedom to bless the check and Raheli to discard Corrosion to add 1 dice to check.
Wisdom 9: 3d6 ⇒ (4, 3, 1) = 8
Will spend Paizo reroll to reroll the 1 on the d6.
Wisdom 9: 7 + 1d6 ⇒ 7 + (2) = 9
Defeated! Discard Blessing of Tsukiyo to explore again.
Explore 2: Random Explore: 1d11 ⇒ 8 Reroll 10
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.
Ostog can use Melee instead on a Before Acting check.
Melee 7: 1d10 + 4 ⇒ (8) + 4 = 12
Everyone must make a Constitution or Fortitude 7 check or suffer the scourge Poisoned. Ostog will not be able to help with this check. Will put combat fight in spoiler.
Ostog will reveal Greatsword to do Melee+2d6 and bury Longsword to add 1d12 to check.
Combat 15: 1d10 + 4 + 2d6 + 1d12 ⇒ (5) + 4 + (1, 4) + (11) = 25
End Turn: Reset Hand.
May take some Fire Damage.
Fire Damage: 1d4 - 2 ⇒ (3) - 2 = 1
Recharge Greatsword to reduce Fire Damage by 3.
Hand: Improvised Club, Plaguebringer's Mask, Smith, Blessing of Shax,
Displayed:
Deck: 10 Discard: 2 Buried: 1
Current Location: Ruin
Hero Points: 3
Paizo Reroll: USED
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Greatclub +1, Blessing of the Samurai, Quartermaster, Shock Glaive +1, Blessing of Gorum, Orange War Paint, Topaz of Strength, Mace, Athlete
Recharged: Greatsword,
Discard Pile:
Buried Pile:
SKILLS
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 you 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.
Zetha {UI} - Matsu Kurisu |
Out of turn
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Banish Bound Imp to use Stealth
Stealth 1d10+1+3, reveal Stalking Armor +2constitution 7: 1d10 + 1 + 3 + 2 ⇒ (3) + 1 + 3 + 2 = 9 - PASSED
"
Hand: Detect Thoughts, Stalking Armor, Staff of Minor Healing, Troubadour, Blessing of the Gods ,
Displayed: Ahtez, Jayna Lemore,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Distant:
Local:
Middle of Deck (Unknown Order): Twisted Space, Bound Lantern Archon, Blessing of the Spy, Charm Person (Core), Good Omen (Core), Cockroach Coat, Blessing of the Ancients, Enchanted Fang, Blessing of Abadar, Sorrowsoul, Blessing of the Spy (2)
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 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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 (~ 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
Arueshalae - Akaitora |
Arueshalae will just fail the check. Her constitution isn't great even when blessed. She is now poisoned.
Hand: Heavy Crossbow, Deathbane Light Crossbow, Starbow, Frost Longbow, Sands of the Hour,
Displayed: Glamered Leather Armor,
Deck: 11 Discard: 0 Buried: 0
Current Location: Ruin
Hero Points: 2 // Arueshalae has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. You can freely discard my Heavy Crossbow to add 1d8 to a distant check
Movement: If my location closes, move to the Tower.
Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Middle of Deck (Unknown Order): Orison, Lamashtu's Madness, Spyglass, Luckstone, Compass, Archer, Charm Person
Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom,
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: Ally
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.
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 #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
During This Scenario: You may move only when your location is closed, 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 Cell.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire: Strength Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Setup
Add the Perils wildcard Ablaze.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.
All characters start at the Ruin.
A character may display the supporter Jayna Lemore.
Danger:
Story Bane
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Scenario Level (#): 3
Turn: 3, Raheli/kuey
Monsters
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.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
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:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Barriers
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Barrier 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.
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.
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 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.
Weapons
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.
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
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.
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.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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.
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.
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.
Armors
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
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.
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.
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.
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
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
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 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Item 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:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Allies
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.
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 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
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 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Blessings
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Core
Blessing 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.
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
CotCT
Blessing 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: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hours Remaining: 27
Hourglass
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
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.
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 Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
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 Survivor
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.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 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.
The Queen Mother
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.
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #1: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Story Bane 2
Type: Monster
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##
OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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 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
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Ally 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.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, None
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Core
Item 3
Traits:
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.
Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Weapon 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
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Core
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.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
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.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Location #4: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
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
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Ally 2
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
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.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
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.
Location #5: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
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.
Core
Story Bane 1
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 11+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Raheli - ACG kuey |
Out of Turn Updates:
On Aru's turn, receive Acadamae Scholar
On Ostog's turn:
Put Corrosion into Recovery
Garden Guardian BYA:
Reveal Acadamae Scholar for +1
Recharge Gem of Physical Prowess to use Dex die.
Fortitude DC7: 1d10 + 2 + 1 ⇒ (5) + 2 + 1 = 8 ==> Success
Reveal Acadamae Scholar for +1
Recharge Fox for +1d4
Recovery, Corrosion, Arcane DC9: 1d8 + 2 + 1 + 1d4 ⇒ (4) + 2 + 1 + (2) = 9 ==> Recharged
Turn Order: Arueshalae, Ostog, Raheli, Zetha,
Turn: Turn 3: The Foreign Trader
Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
SOT: Nil
Move: Stay at #2: Ruin
Explore:
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Recharge Acadamae Scholar to bless (hour power)
Recharge Compass for +1d4
Divine DC8: 1d6 + 2 + 1d6 + 1d4 ⇒ (2) + 2 + (1) + (4) = 9 ==> Defeated
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.
I counted that even if I use Zetha's Troubadour, and one of her blessings, chances are only 50%. Will let this Ally 3 slide. :(
Banished.
End Turn:
Fire damage: 1d4 - 2 ⇒ (2) - 2 = 0
Reset hand.
"
Hand: Codex (Core), Blessing of Kofusachi, Boots of Friendly Terrain (Core), Embalming Fluid, Amulet of Life, Binder's Tome,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: #2: Ruin
Hero Points: 2
Tier.XP: 3.1
Reroll Avail: Yes
NOTES:
Available Support: Blessing: Use as needed
Binder's Tome: +1d4 Combat & Cha (Mental)
Movement: If location closes, move to NA
Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): Cure, Apprentice, Black Spot, Blessing of Abadar, Blessing of Milani, Crow (Core), Haunted Doll
Recharged: Gem of Physical Prowess, Fox, Corrosion, Acadamae Scholar, Compass,
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: Snapping Turtle
Arcane: Intelligence +2
Fortitude: Constitution +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the 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.
Zetha {UI} - Matsu Kurisu |
Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
Hour = 1: Zetha/MatsuKurisu: The Cyclone
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
Start of Turn
At: #2: Ruin
Draw M1: Giant Anaconda (AD3), M2: Mimic (AD2) to hand
Give: No
Move: #5: Trail - take 1 damage. Discard M2: Ghast (AD3)
Recharge Staff of Minor Healing, Heal Ostog 1
Recovery Detect Thoughts(Monster+Ally) - Nope. All shuffled and location shuffled
2: Treacherous Tunnels, Barrier 2
3: Allying Dart, Weapon 1
4: Magic Spiked Breastplate, Armor 1
Free Explore top card 2-9: 1d8 + 1 ⇒ (4) + 1 = 5 = 5: Frost Ray, Spell 1: Arcane 7
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Arcane 7: 1d10 + 1 + 2 ⇒ (7) + 1 + 2 = 10 - Acquired
Discard Blessing of the Gods, copy The Cyclone explore power
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
top card 2-4,6-9: 1d7 ⇒ 5
7: Acid-spraying Skull, Barrier 1: Dexterity 4
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
The Cyclone DC+3
Dexterity 1d10+1, recharge Troubadour +1d6
Dexterity 7(4+3): 1d10 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10 - Banished
Zetha ends her turn.
Scenario.Fire: 1d4 - 2 ⇒ (2) - 2 = 0
Zetha attempts to recover all cards in her Recovery pile.
Detect Thoughts: Arcane 10: 1d10 + 1 + 2 ⇒ (5) + 1 + 2 = 8 -> Detect Thoughts discarded .
Zetha resets her hand.
Draw up Blessing of Abadar, Bound Lantern Archon
Summary
Location = #2: Ruin - SHUFFLED (2-4,6, 8-9)
Acquired = 5: Frost Ray, 7: Acid-spraying Skull
Banished =
Examined = 2: Treacherous Tunnels, 3: Allying Dart, 4: Magic Spiked Breastplate,
Location =
Added =
From Box = M1: Giant Anaconda (AD3), M2: Mimic (AD2)
Displayed =
Give =
Used =
Other = Heal Ostog 1
"
Hand: ac Frost Ray, Stalking Armor, M1: Giant Anaconda (AD3), M2: Mimic (AD2), Blessing of Abadar, Bound Lantern Archon,
Displayed: Ahtez, Jayna Lemore,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 2
NOTES:
Available Support: Distant: Blessing Available
Local:
Other: Will give ac Frost Ray to Raheli next turn
Middle of Deck (Unknown Order): Augury, Blessing of the Ancients, Charm Person (Core), Enchanted Fang, Blessing of the Spy (2), Sorrowsoul, Good Omen (Core), Blessing of the Spy, Cockroach Coat, Twisted Space
Recharged: Staff of Minor Healing, Troubadour,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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 (~ 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
The Unslain Ostog |
Zetha heals Ostog for 1. Will heal Blessing of Tsukiyo. Thanks Zetha!
Hand: Improvised Club, Plaguebringer's Mask, Smith, Blessing of Shax,
Displayed:
Deck: 11 Discard: 1 Buried: 1
Current Location: Ruin
Hero Points: 3
Paizo Reroll: USED
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Orange War Paint, Topaz of Strength, Greatsword, Blessing of Gorum, Athlete, Blessing of Tsukiyo, Shock Glaive +1, Quartermaster, Blessing of the Samurai, Mace, Greatclub +1
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 you 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.
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 #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
During This Scenario: You may move only when your location is closed, 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 Cell.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire: Strength Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Setup
Add the Perils wildcard Ablaze.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.
All characters start at the Ruin.
A character may display the supporter Jayna Lemore.
Danger:
Story Bane
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Scenario Level (#): 3
Turn: 5, Arueshalae/Akaitora
Monsters
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
CotCT
Monster 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.
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 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Barriers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Barrier 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.
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.
Weapons
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Spells
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 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.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Armors
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.
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 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
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:
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.
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:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Allies
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
CotCT
Ally 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 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
CotCT
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.
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.
Blessings
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 25
Hourglass
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
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.
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 Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
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 Survivor
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.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 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.
The Queen Mother
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.
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #1: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Story Bane 2
Type: Monster
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##
OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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 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
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Ally 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.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, Treacherous Tunnels, Allying Dart, Magic Spiked Breastplate
Core
Item 3
Traits:
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.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.
Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Weapon 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
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Core
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.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
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.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Location #4: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
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
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Ally 2
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
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.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
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.
Location #5: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
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.
Core
Story Bane 1
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 11+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Arueshalae - Akaitora |
Starting Arueshalae's turn. The hour is Sands of the Hour.
Arueshalae will explore to encounter Ruin Card 1: Wand of Ennervation, an Item 3! Unfortunately though, we don't seem to be properly equipped to acquire it at the moment. Banished.
Arueshalae must end her turn. Before resetting her hand, she will discard her Heavy Crossbow. and Frost Longbow. After she resets her hand, she recharges a random card due to Poison...
Random Card from Hand: 1d6 ⇒ 4
Compass is recharged.
Hand: Lamashtu's Madness, Spyglass, Starbow, Deathbane Light Crossbow, Sands of the Hour,
Displayed: Glamered Leather Armor,
Deck: 9 Discard: 2 Buried: 0
Current Location: Ruin
Hero Points: 2 // Arueshalae has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. You can freely discard my Heavy Crossbow to add 1d8 to a distant check
Movement: If my location closes, move to the Tower.
Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Middle of Deck (Unknown Order): Luckstone, Charm Person, Archer, Gentleman Explorer
Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom, Compass,
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: Ally
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 is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Turn: Turn 6 - The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hour Power: When a character moves on their turn, each other local character may move with them.
SOT: N/a
Move: Stay at Ruins
Explore: Magic Spiked Breastplate
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Fortitude 8: 1d10 + 2 ⇒ (3) + 2 = 5
Not acquired. Discard Smith to explore again.
Explore 2: Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Everyone must suffer 1 Fire damage. Ostog will recharge Plaguebringer's Mask to reduce Fire damage by 3. For combat, Ostog will bury Improvised Club to do Melee+2d6. Arueshalae's Gift adds 1d4+1.
Combat 10: 1d10 + 4 + 2d6 + 1d4 + 1 ⇒ (5) + 4 + (1, 1) + (2) + 1 = 14
Defeated. Discard Blessing of Shax to explore again.
Explore 3: Allying Dart
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Dexterity 7: 1d6 ⇒ 1
End Turn: Reset Hand.
May take some Fire Damage.
Fire Damage: 1d4 - 2 ⇒ (3) - 2 = 1
Ostog's hand is empty so takes no damage.
Recovery:
Improvised Club: Strength 8: 1d10 + 2 + 1d4 + 1 ⇒ (1) + 2 + (4) + 1 = 8
Improvised Club is recharged.
Hand: Greatclub +1, Topaz of Strength, Athlete, Blessing of the Samurai,
Displayed:
Deck: 9 Discard: 3 Buried: 1
Current Location: Ruin
Hero Points: 3
Paizo Reroll: USED
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Greatsword, Quartermaster, Shock Glaive +1, Mace, Blessing of Gorum, Orange War Paint, Blessing of Tsukiyo
Recharged: Plaguebringer's Mask, Improvised Club,
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 you 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.
Zetha {UI} - Matsu Kurisu |
Discard ac Frost Ray to fire damage
"
Hand: Stalking Armor, Bound Lantern Archon, Blessing of Abadar, M1: Giant Anaconda (AD3), M2: Mimic (AD2),
Displayed: Ahtez, Jayna Lemore,
Deck: 12 Discard: 3 Buried: 0
Hero Points: 2
NOTES:
Available Support: Distant: Blessing Available
Local:
Middle of Deck (Unknown Order): Cockroach Coat, Augury, Good Omen (Core), Twisted Space, Charm Person (Core), Enchanted Fang, Blessing of the Ancients, Blessing of the Spy (2), Blessing of the Spy, Sorrowsoul
Recharged: Staff of Minor Healing, Troubadour,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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 (~ 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 |
Out of Turn Updates:
On Ostog's turn, 1 Fire damage => Place marker on Snapping Turtle to reduce to 0
Turn Order: Arueshalae, Ostog, Raheli, Zetha,
Turn: Turn 7: Incitation
Hour Power: No effect.
SOT: Nil
Move: Stay at #2: Ruin
Explore:
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Recharge Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid to add 3d4
Wisdom DC9: 1d6 + 3d4 ⇒ (3) + (3, 2, 1) = 9 ==> Defeated!
Discard Blessing of Kofusachi to explore again.
Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.
BYA: Everyone takes 1 Fire damage Again!
Put Amulet of Life into Recovery to reduce to 0.
Recharge Binder's Tome for +1d4
Disable DC6+3: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9 ==> Defeated!
Closing: Summon danger
Story Bane
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
BYA: Everyone take 1 Fire damage Again!
Raheli has no more cards in hand to discard.
Dexterity DC5+3: 1d10 + 2 ⇒ (5) + 2 = 7 Use folio reroll
Dexterity DC5+3: 1d10 + 2 ⇒ (1) + 2 = 3 Use 1 Hero Point to reroll (from 2 to 1)
Dexterity DC5+3: 1d10 + 2 ⇒ (8) + 2 = 10 ==> Defeated!
#2: Ruin CLOSED! Everyone move to #3: Dungeons
End Turn:
Fire damage: 1d4 - 2 ⇒ (1) - 2 = -1 No cards left in hand anyway.
Recovery, Amulet of Life, Arcane DC7: 1d8 + 2 ⇒ (6) + 2 = 8 ==> Recharged
Reset hand.
"
Hand: Black Spot, Cure, Haunted Doll, Apprentice, Crow (Core), Blessing of Abadar,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: #3: Dungeons
Hero Points: 1
Tier.XP: 3.1
Reroll Avail: No
NOTES:
Available Support: Blessing: Use as needed
Black Spot: reduce monster DC by 4
Crow: +1d6 local acquire
Movement: If location closes, move to NA
Other: [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 Milani
Recharged: Gem of Physical Prowess, Fox, Corrosion, Acadamae Scholar, Compass, Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid, Binder's Tome, Amulet of Life,
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: Snapping Turtle
Arcane: Intelligence +2
Fortitude: Constitution +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the 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 recharge Topaz of Strength and Athlete to reduce Fire damage to him by 3 each - one from Inferno Trap and one from Inferno.
Hand: Greatclub +1, Blessing of the Samurai,
Displayed:
Deck: 11 Discard: 3 Buried: 1
Current Location: Ruin
Hero Points: 3
Paizo Reroll: USED
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Mace, Blessing of Tsukiyo, Quartermaster, Orange War Paint, Greatsword, Shock Glaive +1, Blessing of Gorum
Recharged: Plaguebringer's Mask, Improvised Club, Topaz of Strength, Athlete,
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 you 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.
Zetha {UI} - Matsu Kurisu |
Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
On Raheli's turn
#6: Inferno Trap: takes 1 Fire damage: M1: Giant Anaconda (AD3)
Inferno: take 1 Fire damage: M2: Mimic (AD2)
Hour = 3: Zetha/MatsuKurisu: Incitation
When this is the hour: No effect.
Start of Turn
At: #3: Dungeons
Draw M1: Azer (AD1), M2: Dire Badger (AD1) to hand
Give: No
Move: No
Recovery Bound Lantern Archon, rearrange top 3 of deck and draw 1
Cockroach Coat - Draw
Sorrowsoul
Blessing of the Spy (2)
Display Cockroach Coat
Free Explore = 1: Wayfinder, Item 3: Wisdom 10
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.
Banish M2: Dire Badger (AD1) to use Stealth
Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4
Wisdom 10: 1d10 + 1 + 3 + 2 + 1d4 ⇒ (4) + 1 + 3 + 2 + (2) = 12 - Acquired
Discard ac Wayfarer, examine, may shuffle, may explore = no shuffle, exploring
2: Summoning Trap, Barrier 3: Arcane 13
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Arcane 1d10+1+2, Discard Blessing of Abadar +2d10
Arcane 13: 1d10 + 1 + 2 + 2d10 ⇒ (10) + 1 + 2 + (2, 7) = 22 - Banished
Zetha ends her turn.
Scenario.Fire: 1d4 - 2 ⇒ (1) - 2 = -1
Zetha attempts to recover all cards in her Recovery pile.
Bound Lantern Archon: Arcane 10: 1d10 + 1 + 2 ⇒ (6) + 1 + 2 = 9 -> Bound Lantern Archon burried .
Zetha resets her hand.
Draw up Sorrowsoul
Blessing of the Spy (2)
Blessing of the Spy
Enchanted Fang
Summary
Location = #3: Dungeons
Acquired = 1: Wayfinder
Banished = 2: Summoning Trap
Examined =
Location =
Added =
From Box =
Displayed =
Give =
Used =
Other =
"
Hand: Stalking Armor, M1: Azer (AD1), Sorrowsoul, Blessing of the Spy (2), Blessing of the Spy, Enchanted Fang,
Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
Deck: 7 Discard: 8 Buried: 1
Hero Points: 2
NOTES:
Available Support: Distant:
Local:
Middle of Deck (Unknown Order): Augury, Charm Person (Core), Good Omen (Core), Blessing of the Ancients, Twisted Space
Recharged: Staff of Minor Healing, Troubadour,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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 (~ 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
Arueshalae - Akaitora |
Arueshalae reduces fire damage dealt to her by 3 innately, so she ignores all of the Fire Damage from last round.
Starting Arueshalae's turn. The hour is the Midwife. At the start of my turn, I summon and encounter a monster but Arueshalae evades it, whatever it was going to be.
[ooc]Before her exploration Phase, Arueshalae will discard her Spyglass to examine the top 2 cards of Dungeons and possibly re-arrange them. She examines Dungeons Card 3:Boogeyman and Card 4: Proxy A (Inferno). Raheli will re-arrange them so that Proxy A is on top.
Story Bane
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
[ooc]Instead of her first exploration, Arueshalae will discard Lamashtu's Madness to heal Zetha a bit.
Heal Zetha: 1d4 + 1 ⇒ (1) + 1 = 2
I{ll be done for now. I won't be able to defeat both of those barriers without some serious help, so better to let my better-abled companions deal with it.
Hand: Charm Person, Gentleman Explorer, Starbow, Luckstone, Deathbane Light Crossbow, Sands of the Hour,
Displayed: Glamered Leather Armor,
Deck: 6 Discard: 4 Buried: 0
Current Location: Ruin
Hero Points: 2 // Arueshalae has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Middle of Deck (Unknown Order): Orison, Archer
Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom, Compass,
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: Ally
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 is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Turn: Turn 10 - 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.
Hour Power: No effect
SOT: N/a
Move: Stay at Ruins
Explore: Arueshalae reloaded Inferno to location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Story Bane
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Will recharge Greatclub +1 to reduce Fire damage by 3. Will discard Blessing of Samurai to bless check.
Fortitude 5+3=8: 2d10 + 2 ⇒ (5, 6) + 2 = 13
Defeated. Will attempt to close. Summon and encounter the Danger (Inferno). No cards in hand (so take no fire damage). Will ask Raheli to discard Blessing of Abadar to bless check twice.
Fortitude 5+3=8: 3d10 + 2 ⇒ (1, 9, 10) + 2 = 22
Defeated! Everyone may draw a card. Ostog will chose not to.
End Turn: Reset Hand.
May take some Fire Damage. Hand is empty so take no damage.
Hand: Mace, Greatsword, Orange War Paint, Quartermaster,
Displayed:
Deck: 8 Discard: 4 Buried: 1
Current Location: Slaughterhouse
Hero Points: 3
Paizo Reroll: USED
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Blessing of Tsukiyo, Shock Glaive +1, Blessing of Gorum
Recharged: Plaguebringer's Mask, Improvised Club, Topaz of Strength, Athlete, Greatclub +1,
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 you 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.
The Unslain Ostog |
Ostog will display Orange War Paint.
Hand: Mace, Greatsword, Quartermaster,
Displayed: Orange War Paint,
Deck: 8 Discard: 4 Buried: 1
Current Location: Slaughterhouse
Hero Points: 3
Paizo Reroll: USED
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Blessing of Gorum, Shock Glaive +1, Blessing of Tsukiyo
Recharged: Plaguebringer's Mask, Improvised Club, Topaz of Strength, Athlete, Greatclub +1,
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 you 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.
Zetha {UI} - Matsu Kurisu |
Had an error, Cockroach Coat was in the discard pile by mistake as well as displayed. Actual discard pile was 7
Heal 2 from Arueshalae's
healed card 1: 1d7 ⇒ 3 - ac Frost Ray
healed card 2: 1d6 ⇒ 1 - Blessing of the Gods
Blessing of the Gods
Detect Thoughts
ac Frost Ray
M1: Giant Anaconda (AD3)
M2: Mimic (AD2)
ac Wayfinder
Blessing of Abadar
On Ostog's turn
#6: Inferno Trap: takes 1 Fire damage: Sorrowsoul
Inferno: take 1 Fire damage: Enchanted Fang
Location close Draw (Augury)
"
Hand: Augury, Stalking Armor, Blessing of the Spy (2), Blessing of the Spy, M1: Azer (AD1),
Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
Deck: 8 Discard: 7 Buried: 1
Hero Points: 2
NOTES:
Available Support: Distant:
Local:
Middle of Deck (Unknown Order): Charm Person (Core), Troubadour, Good Omen (Core), Blessing of the Ancients, Blessing of the Gods , Staff of Minor Healing, ac Frost Ray, Twisted Space
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 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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 (~ 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
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 #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
During This Scenario: You may move only when your location is closed, 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 Cell.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire: Strength Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Setup
Add the Perils wildcard Ablaze.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.
All characters start at the Ruin.
A character may display the supporter Jayna Lemore.
Villain: None
Henchman (Closing) Inferno Trap, Wight, Ancient Skeleton, Wraith, Inferno—Proxy A
Danger:
Story Bane
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Scenario Level (#): 3
Turn: 11, Raheli/kuey
Monsters
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 10
THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Barriers
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
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.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Weapons
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 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Spells
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 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 3
Traits:
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.
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.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
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.
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.
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.
Allies
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
CotCT
Ally 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.
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
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.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Core
Blessing 0
Traits:
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: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
Hour Power: On your check against an Animal or Elemental card, add 1d4.
Current Hour:
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hours Remaining: 19
Hourglass
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
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 Survivor
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.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 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.
The Queen Mother
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.
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #1: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Story Bane 2
Type: Monster
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##
OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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 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
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Ally 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.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Location #4: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, None
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
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
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Ally 2
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
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.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
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.
Location #5: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
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.
Core
Story Bane 1
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 11+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Raheli - ACG kuey |
Out of Turn Updates:
On Ostog's turn:
1 Fire damage from Inferno ==> Recharge Cure and place marker on Snapping Turtle to reduce to 0
1 Fire damage from Inferno ==> Discard Crow (Core)
Discard Blessing of Abadar to bless twice.
Turn Order: Arueshalae, Ostog, Raheli, Zetha,
Turn: Turn 11: Gozreh's Growth
Hour Power: On your check against an Animal or Elemental card, add 1d4.
SOT: Nil
Move: Stay at #4: Slaughterhouse
Explore:
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
BYA: 1 Cold damage ==> Discard Apprentice
Put Black Spot into Recovery to reduce DC by 4
Recharge Haunted Doll for +1d4
Knowledge DC6+3-4: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 ==> Defeated
End Turn:
Ablaze ==> No cards left to take damage
Recovery, Black Spot, Arcane DC6: 1d8 + 2 ⇒ (8) + 2 = 10 ==> Recharged
Reset hand.
"
Hand: Blessing of Milani, Gem of Physical Prowess, Fox, Corrosion, Acadamae Scholar, Compass,
Displayed:
Deck: 8 Discard: 4 Buried: 0
Current Location: #4: Slaughterhouse
Hero Points: 1
Tier.XP: 3.1
Reroll Avail: No
NOTES:
Available Support: Blessing: Use as needed
Fox: +1d4 Int or Wis
Corrosion: +1 die vs barrier
Movement: If location closes, move to NA
Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): 0
Recharged: Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid, Binder's Tome, Amulet of Life, Cure, Haunted Doll, Black Spot,
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: Snapping Turtle
Arcane: Intelligence +2
Fortitude: Constitution +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the 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.
Zetha {UI} - Matsu Kurisu |
Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
Hour = 3: Zetha/MatsuKurisu: The Rabbit Prince
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
Start of Turn
At: #4: Slaughterhouse
Draw M1: Dire Boar (AD1), M2: Evoker (AD1) to hand
Give: No
Move: No
Recovery Augury (Ally)
4: Fortune-teller, Ally 2 - On top
3: Pit Gladiator, Ally 2
2: Seeking Longbow, Weapon 3 - SHUFFLED
Free Explore = 4: Fortune-teller, Ally 2, Diplomacy 11
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Banish M2: Evoker (AD1) to use Stealth
Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4
Diplomacy 11: 1d10 + 1 + 3 + 2 + 1d4 ⇒ (9) + 1 + 3 + 2 + (4) = 19 - Acquired
Discard Blessing of the Spy (2), explore +1d = 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 M1: Dire Boar (AD1) to use Stealth
Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4, Blessing of the Spy +1d10
Strength 10: 1d10 + 1 + 3 + 2 + 1d4 ⇒ (10) + 1 + 3 + 2 + (1) = 17 - Passed
Diplomacy 1d10+1+1,, Blessing of the Spy +1d10
Diplomacy 9: 1d10 + 1 + 1 + 1d10 ⇒ (6) + 1 + 1 + (9) = 17 - Acquired
Zetha ends her turn.
Scenario.Fire: 1d4 - 2 ⇒ (3) - 2 = 1Discard ac Fortune-teller
Zetha attempts to recover all cards in her Recovery pile.
Augury: Arcane 8: 1d10 + 1 + 2 ⇒ (8) + 1 + 2 = 11 -> Augury recharged.
Zetha resets her hand.
Draw up Blessing of the Gods , ac Frost Ray
Summary
Location = #4: Slaughterhouse Random(2, 5-11)
Acquired = 4: Fortune-teller, 3: Pit Gladiator
Banished =
Examined = 2: Seeking Longbow
Location =
Added =
From Box =
Displayed =
Give =
Used =
Other =
"
Hand: Stalking Armor, ac Pit Gladiator, Blessing of the Spy, M1: Azer (AD1), Blessing of the Gods , ac Frost Ray,
Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
Deck: 7 Discard: 9 Buried: 1
Hero Points: 2
NOTES:
Available Support: Distant: Blessing available
Local:
Middle of Deck (Unknown Order): Blessing of the Ancients, Staff of Minor Healing, Troubadour, Twisted Space, Good Omen (Core), Charm Person (Core)
Recharged: 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 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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 (~ 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
Arueshalae - Akaitora |
Starting Arueshalae's turn. The hour is Incitation. No effect.
Between steps, Arueshalae will banish Charm Person to draw a random ally that lists diplomacy in its check to acquire: Sargeant at Arms (Random Ally #3).
Arueshalae will explore. Since the location was shuffled, she will encounter a random card.
Random card to encounter, ignoring results of 3 or 4: 1d10 + 1 ⇒ (8) + 1 = 9
Arueshalae encounters Salugtherhouse Card 9: Lucky Star Knife. She will try to acquire it.
CtA Ranged 11: 1d8 + 4 ⇒ (8) + 4 = 12
Acquired!
Arueshalae discards Sargeant-At-Arms to explore. She encounters another random card.
Random card to encounter, ignoring results of 3,4 or 9: 1d10 + 1 ⇒ (4) + 1 = 5
Arueshalae encounters Slaughterhouse Card 5: Crocodile. Arueshalae will be getting +1d4 on all checks against this bane due to Sargeant-At-Arms.
Crocodile
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
BA Dexterity 6: 1d8 + 1d4 + 2 ⇒ (5) + (4) + 2 = 11
Arueshalae will not evade it. For her check to defeat, she will reveal and then recharge the Lucky Starknife to use her Ranged +1d4+1+1d4.
CtD Combat, Ranged 11: 1d8 + 4 + 1d4 + 1 + 1d4 + 1d4 ⇒ (8) + 4 + (3) + 1 + (2) + (1) = 19
Defeated! Slaughterhouse forces Arueshalae to discard a card: Luckstone.
Arueshalae will end her turn and reset her hand.
Hand: Starbow, Deathbane Light Crossbow, Archer, Gentleman Explorer, Sands of the Hour, Orison,
Displayed: Glamered Leather Armor,
Deck: 5 Discard: 6 Buried: 0
Current Location: Slaughterhouse
Hero Points: 2 // Arueshalae has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Middle of Deck (Unknown Order): 0
Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom, Compass, Lucky Starknife,
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: Ally
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.
After resetting her hand, Arueshalae recharges a hand due to Poisoned...
Random card from hand: 1d6 ⇒ 1
starbow is recharged.
Hand: Deathbane Light Crossbow, Archer, Gentleman Explorer, Sands of the Hour, Orison,
Displayed: Glamered Leather Armor,
Deck: 6 Discard: 6 Buried: 0
Current Location: Slaughterhouse
Hero Points: 2 // Arueshalae has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Middle of Deck (Unknown Order): 0
Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom, Compass, Lucky Starknife, Starbow,
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: Ally
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 is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Turn: Turn 14 - The Survivor
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.
Hour Power: At the start of your turn, you may recharge any number of cards, then reset.
SOT: Due to hour power, Ostog will recharge Mace. Will reset, drawing Blessing of Gorum and Shock Glaive +1.
Move: Stay at Slaughterhouse
Explore: Cards left: 2, 6-8, 10-11. Will just roll 1d7
Random Explore: 1d7 ⇒ 7 Last card - Slaughterhouse Card #11
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.
Ostog will reveal Shock Glaive +1 to do Melee+1d10+1. Arueshalae's gift adds additional 1d4+1.
Combat 13: 1d10 + 4 + 1d10 + 1 + 1d4 + 1 ⇒ (8) + 4 + (10) + 1 + (2) + 1 = 26
Defeated. Recharge Greatsword to reduce AYA Poison damage by 3. Discard Quartermaster due to Slaughterhouse power. Discard Blessing of Gorum to explore again.
Explore 2: Will roll 1d6 since it's easier that way.
Random Explore: 1d6 ⇒ 2 Second card - Slaughterhouse Card #6
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Ostog will reveal Shock Glaive +1 to do Melee+1d10+1. Discard to add additional 1d8 and Electricity trait. Arueshalae's gift adds additional 1d4+1.
Combat 11+3+3=17: 1d10 + 4 + 1d10 + 1 + 1d8 + 1d4 + 1 ⇒ (3) + 4 + (9) + 1 + (3) + (1) + 1 = 22
Defeated. No cards in hand so do not discard anything due to Slaughterhouse power. A local character has to bury a blessing. Does Arueshalae want to bury Orison?
End Turn: Reset Hand.
May take some Fire damage.
Fire Damage: 1d4 - 2 ⇒ (3) - 2 = 1
No cards in hand.
Hand: Improvised Club, Plaguebringer's Mask, Topaz of Strength, Blessing of Tsukiyo,
Displayed: Orange War Paint,
Deck: 4 Discard: 7 Buried: 1
Current Location: Slaughterhouse
Hero Points: 3
Paizo Reroll: USED
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): 0
Recharged: Athlete, Greatclub +1, Mace, Greatsword,
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 you 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.
Arueshalae - Akaitora |
Arueshalae buries her Orison for the Accursed Priest's AYA.
"
Hand: Deathbane Light Crossbow, Archer, Gentleman Explorer, Sands of the Hour,
Displayed: Glamered Leather Armor,
Deck: 6 Discard: 6 Buried: 1
Current Location: Slaughterhouse
Hero Points: 2 // Arueshalae has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: I'm saving the Blessing Ihave left to heal Ostog, please try to not use it for now. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Middle of Deck (Unknown Order): 0
Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom, Compass, Lucky Starknife, Starbow,
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: Ally
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.
Raheli - ACG kuey |
Out of Turn Updates: Nil
Turn Order: Arueshalae, Ostog, Raheli, Zetha,
Turn: Turn 15: The Tangled Briar
Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.
SOT: Nil
Move: Stay at #4: Slaughterhouse
Explore:
Which card: #2,7-8,10: 1d4 ⇒ 2 ==> #7
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Put Corrosion into Recovery for +1 die
Disable DC6+3: 1d10 + 4 + 1d10 ⇒ (2) + 4 + (3) = 9 ==> Defeated
Discard Compass to explore again.
Which card: #2,8,10: 1d3 ⇒ 1 ==> #2
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.
No chance to acquire and don't want to use up blessings ==> Banish
End Turn:
Recovery:
Reveal Acadamae Scholar for +1.
Recharge Fox for +1d4.
Corrosion, Arcane DC9: 1d8 + 2 + 1 + 1d4 ⇒ (4) + 2 + 1 + (1) = 8 ==> Discarded
Reset hand.
"
Hand: Gem of Physical Prowess, Acadamae Scholar, Blessing of Milani, Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid,
Displayed:
Deck: 6 Discard: 6 Buried: 0
Current Location: #4: Slaughterhouse
Hero Points: 1
Tier.XP: 3.1
Reroll Avail: No
NOTES:
Available Support: Blessing: Use as needed
Fox: +1d4 Int or Wis
Corrosion: +1 die vs barrier
Movement: If location closes, move to NA
Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): 0
Recharged: Binder's Tome, Amulet of Life, Cure, Haunted Doll, Black Spot, Fox,
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: Snapping Turtle
Arcane: Intelligence +2
Fortitude: Constitution +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the 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.
Zetha {UI} - Matsu Kurisu |
Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
Hour = 5: Zetha/MatsuKurisu: Abadar's Law
When this is the hour: On your check to close or to guard, add 1d4.
Start of Turn
At: #4: Slaughterhouse
Draw M3: Hell Hound (AD1), M4: Emperor Cobra (AD3) to hand
Give: ac Frost Ray to kuey/Raheli
Move: No
Free Explore Top card 8,10: 1d2 ⇒ 1
8: Orison, Blessing 0: Wisdom 2
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.
Wisdom 2: 1d4 ⇒ 1 - Banished
Discard Blessing of the Spy, explore +1d =
10: Demonling, Monster 1: Combat 8
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Wisdom 1d4, Blessing of the Spy +1d4
BYA Wisdom 5: 2d4 ⇒ (2, 2) = 4 - Failed
Take 2 poison damage. Sacrifice (Banish) M1: Azer (AD1) to Athez to reduce damage by 3 to 0
Athez Melee, Cold (Stealth + 3)
Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4, Blessing of the Spy +1d10
Combat 8: 1d10 + 1 + 3 + 3 + 2 + 1d4 + 1d10 ⇒ (4) + 1 + 3 + 3 + 2 + (4) + (8) = 25 - Banished
At This Location: When you defeat a monster, discard a card. (M3: Hell Hound (AD1))
Location empty
#4: Slaughterhouse
When Closing: Banish an ally. (ac Pit Gladiator)
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
Castle Card 1: Standard Bearer - Banished
Cell Card 1: Slick Leather
Everyone moves to #5: Castle
Zetha ends her turn.
Scenario.Fire: 1d4 - 2 ⇒ (2) - 2 = 0
Zetha attempts to recover all cards in her Recovery pile.
Zetha resets her hand.
Draw up Blessing of the Ancients, Twisted Space, Good Omen (Core)
Summary
Location = #4: Slaughterhouse
Acquired =
Banished = 8: Orison, 10: Demonling
Examined =
Location = Castle Card 1: Standard Bearer - Banished
Location = Cell Card 1: Slick Leather - Examined
From Box =
Displayed =
Give = ac Frost Ray to kuey/Raheli
Used =
Other = Everyone moves to #5: Castle
"
Hand: Stalking Armor, Blessing of the Gods , M4: Emperor Cobra (AD3), Blessing of the Ancients, Twisted Space, Good Omen (Core),
Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
Deck: 4 Discard: 11 Buried: 1
Hero Points: 2
NOTES:
Available Support: Distant: Blessings available, Twisted Space & Good Omen available
Local:
Middle of Deck (Unknown Order): Charm Person (Core), Staff of Minor Healing, Troubadour
Recharged: 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 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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 (~ 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
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 #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
During This Scenario: You may move only when your location is closed, 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 Cell.
Additional Rules:
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire: Strength Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Setup
Add the Perils wildcard Ablaze.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.
All characters start at the Ruin.
A character may display the supporter Jayna Lemore.
Villain: None
Henchman (Closing) Inferno Trap, Wight, Ancient Skeleton, Wraith, Inferno—Proxy A
Danger:
Story Bane
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Scenario Level (#): 3
Turn: 17, Arueshalae/Akaitora
Monsters
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Core
Monster 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
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Barriers
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
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:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Weapons
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
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 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Spells
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
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 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
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.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Armors
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
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.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 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.
Items
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
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.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
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 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.
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.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Ally 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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hour Power: On your check, you may banish a random blessing from your discards to bless.
Current Hour:
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hours Remaining: 13
Hourglass
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 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.
The Queen Mother
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.
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #1: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Story Bane 2
Type: Monster
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##
OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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 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
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Ally 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.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Location #5: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, None
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
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.
Core
Story Bane 1
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 11+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Arueshalae - Akaitora |
Starting Arueshalae's turn. The hour is Rovagug's Destruction. Hour Power: On your check, you may banish a random blessing from your discards to bless.
Instead of her first exploration, Arueshalae will discard Sands of the Hour to heal Ostog.
Heal Ostog: 1d4 + 1 ⇒ (4) + 1 = 5
Max heal!
Arueshalae will discard her Archer to explore and encounter Castle Card 1: Door Spike. Arueshalae gets to add 1d4 to her Dexterity check defeat thanks to Archer's delayed effect.
CtD Disable 8: 1d8 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13
Defeated!
Arueshalae will end her turn and reset her hand.
Hand: Deathbane Light Crossbow, Priest of Abadar, Gentleman Explorer, The Mute Hag, Desna's Freedom, Compass,
Displayed: Glamered Leather Armor,
Deck: 2 Discard: 8 Buried: 1
Current Location: Castle
Hero Points: 2 // Arueshalae has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: I'm saving the Blessing Ihave left to heal Ostog, please try to not use it for now. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Middle of Deck (Unknown Order): 0
Recharged: Lucky Starknife, Starbow,
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: Ally
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.
Because of poisoned, a random card from my hand gets recharged.
Random Card from hand: 1d6 ⇒ 5
Hand: Deathbane Light Crossbow, Priest of Abadar, Gentleman Explorer, The Mute Hag, Compass,
Displayed: Glamered Leather Armor,
Deck: 3 Discard: 8 Buried: 1
Current Location: Castle
Hero Points: 2 // Arueshalae has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: I'm saving the Blessing I have left to heal myself, please try to not use it for now. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
Middle of Deck (Unknown Order): 0
Recharged: Lucky Starknife, Starbow, Desna's Freedom,
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: Ally
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 is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice. Arueshalae will heal Ostog for 5! Thanks! Heal Quartermaster, Smith, Shock Glaive +1, Blessing of the Samurai, and Blessing of the Gods.
Turn: Turn 18 - Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hour Power: You may avenge by discarding a card
SOT: N/a
Move: Stay at Castle
Explore: Mammoth
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
Ostog will recharge Topaz of Strength to reduce Combat damage by 3. Everyone must suffer 1 Combat damage. Will bury Improvised Club to do Strength+2d6. Will additionally bury Plaguebringer's Mask to add 1d12 (can discard instead due to Orange War Paint). Arueshalae's Gift adds additional 1d4+1
Combat 18: 1d10 + 2 + 2d6 + 1d12 + 1d4 + 1 ⇒ (6) + 2 + (6, 1) + (11) + (1) + 1 = 28
Defeated! Only one card in hand. Don't want to rush in, especially if it's a monster or barrier.
End Turn: Reset Hand.
May take some Fire damage.
Fire Damage: 1d4 - 2 ⇒ (1) - 2 = -1
No Fire damage taken.
Recovery:
Improvised Club: Strength 8: 1d10 + 2 + 1d4 + 1 ⇒ (9) + 2 + (4) + 1 = 16
Hand: Quartermaster, Athlete, Blessing of Tsukiyo, Blessing of the Samurai,
Displayed: Orange War Paint,
Deck: 8 Discard: 3 Buried: 1
Current Location: Castle
Hero Points: 3
Paizo Reroll: USED
NOTES:
Other: Hi I'm Ostog. Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Greatclub +1, Blessing of the Gods, Smith, Greatsword, Mace, Shock Glaive +1
Recharged: Topaz of Strength, Improvised Club,
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 you 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.
Zetha {UI} - Matsu Kurisu |
Zetha out of turn
1 combat damage from Mammoth
Recharge Stalking Armor to reduce combat damage by 2 to 0
"
Hand: Blessing of the Gods , M4: Emperor Cobra (AD3), Blessing of the Ancients, Twisted Space, Good Omen (Core),
Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
Deck: 5 Discard: 11 Buried: 1
Hero Points: 2
NOTES:
Available Support: Distant: Blessings available, Twisted Space & Good Omen available
Local:
Middle of Deck (Unknown Order): Troubadour, Charm Person (Core), Staff of Minor Healing
Recharged: Augury, 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 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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 (~ 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 |
Out of Turn Updates:
On Zetha's turn, receive Frost Ray
On Ostog's turn, take 1 damage from Mammoth. Place 1 marker on Snapping Turtle to reduce to 0.
Turn Order: Arueshalae, Ostog, Raheli, Zetha,
Turn: Turn 19: Iomedae's Justice
Hour Power: On your check against an Outsider card, add 1d4.
SOT: Nil
Give Card: Give Blessing of Milani to Arueshalae
Move: Stay at #5: Castle
Explore:
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Reveal Codex (Core) for +1.
Intelligence DC9: 1d8 + 1 ⇒ (7) + 1 = 8 ==> Banished
End Turn: Reset hand.
"
Hand: Frost Ray, Gem of Physical Prowess, Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid, Acadamae Scholar,
Displayed:
Deck: 6 Discard: 6 Buried: 0
Current Location: #5: Castle
Hero Points: 1
Tier.XP: 3.1
Reroll Avail: No
NOTES:
Available Support: Blessing: Use as needed
Movement: If location closes, move to NA
Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
Middle of Deck (Unknown Order): 0
Recharged: Binder's Tome, Amulet of Life, Cure, Haunted Doll, Black Spot, Fox,
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: Snapping Turtle
Arcane: Intelligence +2
Fortitude: Constitution +2
Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the 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.
Zetha {UI} - Matsu Kurisu |
Turn order
Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha,
Hour = 3 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: Castle
Draw M1: Spider Swarm (AD1), M2: Boggard (AD1) to hand
Give: Blessing of the Ancients to Akaitora/Arueshalae
Move: No
Free Explore = 4: Venomous Dagger, Weapon 3: Stealth 11
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Stealth 1d10+1+3, Cockroach Coat +1d4, Recovery Good Omen (Core) 1d6+3
Stealth 11: 1d10 + 1 + 3 + 1d4 + 1d6 + 3 ⇒ (1) + 1 + 3 + (3) + (3) + 3 = 14 - Acquired
Discard Blessing of the Gods, Copy the Snakebite
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. =
5: Boggart, Monster 1: Perception 4 THEN Combat 10
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Banish M2: Boggard (AD1) to use Stealth
Stealth 1d10+1+3 Cockroach Coat +1d4
Perception 4: 1d10 + 1 + 3 + 1d4 ⇒ (9) + 1 + 3 + (3) = 16 - Passed
Athez Melee, Cold (Stealth + 3) +1d6
Stealth 1d10+1+3+3+1d6, Reveal Stalking Armor +2, Cockroach Coat +1d4, Snakebite (Poison) +1d4
Combat 10: 1d10 + 1 + 3 + 3 + 1d6 + 1d4 + 1d4 ⇒ (8) + 1 + 3 + 3 + (5) + (3) + (2) = 25 - Banished
Zetha ends her turn.
Scenario.Fire: 1d4 - 2 ⇒ (1) - 2 = -1
Zetha attempts to recover all cards in her Recovery pile.
Banish M1: Spider Swarm (AD1) to use Stealth
Stealth 1d10+1+3 Cockroach Coat +1d4
Good Omen (Core): Arcane 8: 1d10 + 1 + 3 + 1d4 ⇒ (6) + 1 + 3 + (3) = 13 -> Good Omen (Core) recharged.
Zetha resets her hand.
Draw up Troubadour, Charm Person (Core), Staff of Minor Healing
Start of Akaitora's turn.
Bury Charm Person (Core), draw A1: Djinn, Ally 3
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.
Recharge ac Djinn, draw Augury
Recharge Staff of Minor Healing, heal 1 card (ac Fortune-teller)
healed card 1: 1d12 ⇒ 9
Detect Thoughts
M1: Giant Anaconda (AD3)
M2: Mimic (AD2)
ac Wayfinder
Blessing of Abadar
Sorrowsoul
Enchanted Fang
Blessing of the Spy (2)
ac Fortune-teller
Blessing of the Spy
M3: Hell Hound (AD1)
Blessing of the Gods
Summary
Location = #5: Castle
Acquired = 4: Venomous Dagger
Banished = 5: Boggart,
Examined =
Location =
Location =
From Box = A1: Djinn, M1: Spider Swarm (AD1), M2: Boggard (AD1)
Displayed =
Give = Blessing of the Ancients to Akaitora/Arueshalae
Used =
Other =
"
Hand: ac Venomous Dagger, Twisted Space, M4: Emperor Cobra (AD3), Troubadour, Augury,
Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
Deck: 5 Discard: 11 Buried: 2
Hero Points: 2
NOTES:
Available Support: Distant: Blessings available, Twisted Space & Augury available
Local:
Middle of Deck (Unknown Order): Stalking Armor, Good Omen (Core), ac Djinn, ac Fortune-teller
Recharged: Staff of Minor Healing,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2
- 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 (~ 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