BR Akaitora |
During This Adventure: 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.
During This Scenario: Scenario Harrow Suit: Keys
STORY BANES
Dangers: Red Mantis Assassin, Rioting Mob
Villain: Rolth Lamn
Henchmen (Closing): Red Mantis Assassin - Proxy A
CotCT Story Bane 3
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
CotCT Story Bane 2
Traits: Human Wizard
To Defeat: Combat 15
Before acting, a local character summons and encounters the story bane Wight. After acting, suffer the scourge Drained. If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
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.
SETUP
Add the Onslaughts wildcard Impoverished
After drawing your starting hand, draw 3 cards, then bury 3 cards.
After building the locations, shuffle a non-closing henchman Rioting Mob - Proxy B into each.
DURING THIS SCENARIO
Once each turn, you may bury a card to explore.
After your exploration, if you explored 3 or more times this turn, summon and encounter the danger.
Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER
Danger:
Story Bane
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Scenario Level (#): 4
Turn: 1, Enora/EmpTyger
Monsters
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
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
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.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Barriers
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
CotCT
Barrier 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
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Core
Barrier 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.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
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 character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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
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 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 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
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
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 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.
Items
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 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.
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
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Allies
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Core
Blessing 3
Traits:
Deity: 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.
Hour Power: You may not use powers to reroll dice.
Current Hour:
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.
Hours Remaining: 29
Hourglass
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.
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 Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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.
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 Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
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.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The 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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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 ?: 6
Located/Displayed Here: None
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...?
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 2
Traits:
Human
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 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.
Location #1: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
CotCT
Barrier 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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
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
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
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.
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Location #2: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger, None
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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 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
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
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
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
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Location #3: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
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.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
Core
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #4: Abandoned Shacks
Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
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.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
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
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
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
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #5: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
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
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
CotCT
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
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Enora-EmpTyger |
Inquisitor o'clock: You may not use powers to reroll dice.
Moving to Office
Exploring Office 1: Rolth Lamm
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
Everyone must decide whether to close Storeroom
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.
Discarding Cure for 1 Cold damage
Knowledge 6+4=10: 1d10 + 4 ⇒ (9) + 4 = 13
Wight is banished
Banishing Holy Javelin to recovery
Combat 15: 1d10 + 4 + 2d12 ⇒ (1) + 4 + (4, 1) = 10
Recharging Cleric of Nethys for +2=12
Cure is recharged
Discarding Fire Snake, Blessing of Qi Zhong, Blessing of the Master of Masters for 3 Combat damage
Enora is Drained
Random location: 1d5 ⇒ 4
Rolth Lamm is shuffled into Abandoned Shacks
Banishing Restorative Touch to recovery
Restorative Touch: 1d4 + 1 ⇒ (1) + 1 = 2
Enora is no longer Drained. Fire Snake, Blessing of Qi Zhong are healed
Ending turn. Recovery:
Divine 10: 1d10 + 4 ⇒ (3) + 4 = 7
Holy Javelin is discarded
Divine 11: 1d10 + 4 ⇒ (9) + 4 = 13
Restorative Touch is recharged. Resetting hand
(From the notes of Enora, party arcanist.)
While simple enough to discover the director of our dawn assault within his office, having pushed past Rolth Lamm's wight guard, my new holy javelin spell I found needed further practice. Draining the vitality of myself and Friar Ydel to fuel his flight into the abandoned shacks next door, the necromancer I chose to not immediately pursue, first instead healing myself and my Nethysian companion.
Hand: Fire Snake, Marionette, Cloudburst, Cure (banish to recovery to heal 1d4+1 local), Byzantine Lexicon (recharge to bless local non-combat WIS), Sphere of Fire,
Displayed:
Deck: 8 Discard: 2 Buried: 3
Notes:
Ask before using:
Can use without asking: Cure; Byzantine Lexicon
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1
Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.
Hero points: 2
Enora-EmpTyger |
(Redoing turn, encountering closing henchman instead of villain)
Exploring Office 1: Rolth Lamm Red Mantis Assassin
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Enora cannot make a WIS/Perception 4+4=8 check
Difficulty increase: 1d6 ⇒ 2
Banishing Holy Javelin to recovery, discarding Blessing of the Master of Masters, resistant
Combat 10+8+2+4=24: 2d10 + 4 + 2d12 ⇒ (1, 9) + 4 + (3, 5) = 22
Recharging Cleric of Nethys for +2=24. Red Mantis Assassin is banished
Closing Office: Discarding Blessing of Qi Zhong
Diplomacy 5+4=9: 2d10 + 4 ⇒ (6, 5) + 4 = 15
Office is closed. Recharging Cure. Moving to Base
Exploring Base 1: Pathfinder Chronicler, Base 2: Moise, Base 3: Jayna Lemore, Base 4: Boors. Keeping Jayna Lemore
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [X] 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.
Healing Blessing of the Master of Masters.
Displaying Jayna Lemore
Ending turn. Recovery:
Divine 10: 1d10 + 4 ⇒ (2) + 4 = 6
Holy Javelin is discarded. Resetting hand
(From the notes of Enora, party arcanist.)
Confused by our foe, Friar Ydel and myself left the abandoned office for a more secure location, where Jayna, distraught at the peril which we recounted while tending to our wounds, immediately set forth at our side.
(Scrawled alongside the past two entries is the following addendum.)
Authorities have determined that our attacker was actually a disguised Red Mantis Assassin, operating out of Rolth Lamm's abandoned office. Much now makes sense, none the least that my first casting of the holy javelin spell, while still not fully attuned to Nethysian channeling, was not nearly as ineffective as initially seeming.
Hand: Cleric of Nethys, Blessing of Nethys (discard to bless), Chronicler, Restorative Touch (banish to recovery to heal 1d4+1 and remove 2 scourges/Curses from a local character), Fire Snake, Marionette,
Displayed: Jayna Lemore (bury for +1d6 and Magic after any combat roll/bury to ignore local before or after acting),
Deck: 8 Discard: 2 Buried: 3
Notes: No preference for if/where Enora gets moved.
Ask before using: Blessing of Nethys
Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for henchman/closing; Jayna Lemore; Restorative Touch
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1
Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.
Hero points: 2
Summary:
Office is closed.
Base 3 (Jayna) is acquired.
Enora is at Base
Quinn {OA2}-Matsu Kurisu |
Turn order
Enora/EmpTyger,Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY,
Heals 4 from Ukuja (Gem of Mental Acuity, no other cards in discard)
discards Lady of Valor and The Midwife for Ukuja
Blessing = #1 Quinn/MatsuKurisu: Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.
Start of Turn
At: #2: Storehouse
Give: No
Move: #1: Rooftops
Free explore = 1: Ambush, Barrier 1 Banished
#1: Rooftops power, draw barrier, choose to encounter 1
B1: Secret Stockpile, Barrier 2: Disable 9
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Disable 1d10+2+1, Quinn.Bury(Bloodroot Poison) +1d8+1+2
Disable 9: 1d10 + 2 + 1 + 1d8 + 1 + 2 ⇒ (7) + 2 + 1 + (4) + 1 + 2 = 17 - Banished
If defeated, draw a new spell or item.
I1: Elixir of Focus, Item 2
End of Turn
Quinn Eot Examine = (Rooftops Card 3: Henchman Proxy A1(Red Mantis Assassin))
Recovery
Reset
Draw up Nil
Summary
Location = #1: Rooftops
Acquired =
Banished = 1: Ambush, 2: Flask of Curses
Examined =
Location = Rooftops
Examined = 3: Henchman Proxy A1(Red Mantis Assassin)
From Box = B1: Secret Stockpile, B2: Madness Mist Trap, W1 Returning Totem Spear, A1: Gray Maiden Plate, I1: Elixir of Focus
Displayed =
Give =
Used =
Other =
"
Hand: Keen Rapier, ac Elixir of Focus, Elixir of Focus, Leech, The Midwife, lt Lady of Valor,
Displayed: ac Gray Maiden Plate,
Deck: 9 Discard: 1 Buried: 5
Hero Points: 1
NOTES:
Available Support: Distant: Blessings available.
The Midwife: Exchange an encountered Boon or Non-Story Bane. Available
Local: Bury Boon to add +1d8+3 vs barrier. *1
Elixir of Focus: +1d10+2 on non combat. Available
Movement: Base then Explore
Middle of Deck (Unknown Order): Quilted Cloth Armor, The Locksmith, Ambrosia, Liquid Courage, Gem of Mental Acuity, Keen Starknife, Fox, Zellara's Harrow Deck, Shock Kukri
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
Ukuja |
Sands of the Hour: When this is the hour: No effect.
Ukuja moves to Slaughterhouse.
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.
Banished. Discard Elk to explore.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
survival 9 aided by Elk: 1d10 + 1d6 + 7 ⇒ (8) + (1) + 7 = 16
Send Landshark Whelp to recovery to explore.
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.
Use Landshark Whelp's ability to ignore the BYA.
combat 14 revealing Wendifisa Spear for survival: 1d10 + 1d12 + 8 ⇒ (4) + (1) + 8 = 13
use folio reroll on the 1: 1d12 ⇒ 7
19 total succeeds. Discard Cure to location power. Discard Blessing of Milani to explore.
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.
Banished. Explored 3+ times so encountering the Danger at end of turn. Use Giant Chameleon to evade.
Ukuja ends their turn. Elk is recharged from discards.
Ukuja attempts to recover all cards in their Recovery pile.
Landshark Whelp: Survival 9: 1d10 + 7 ⇒ (2) + 7 = 9 -> Landshark Whelp recharged.
Ukuja resets their hand.
Hand: Wendifisa Spear, Major Cure, Wintervine, Angelstep, Dwarf Caiman, Hatchet, Blessing of the Green Faith (2), Soothing Word, Call Animal, Raven,
Displayed: Giant Chameleon, Python,
Deck: 5 Discard: 2 Buried: 3
"Current Location: Slaughterhouse
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: UsedBlessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Wintervine: On a character at your location's Perception or Survival check, bury or banish this card to add 1 die.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Druid of the Green Faith, Fire Gecko, Blessing of the Green Faith (1)
Recharged: Elk, Landshark Whelp,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Stick With Me x2 +1d6 to recovery check
Slaughterhouse card 2 acquired. Slaughterhouse cards 1, 3, and 4 banished.
Quinn {OA2}-Matsu Kurisu |
Quinn - Reposted turn with expanded notes
Turn order
Enora/EmpTyger,Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY,
Blessing = #1 Quinn/MatsuKurisu: Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.
Start of Turn
At: #2: Storehouse
Give: No
Move: #1: Rooftops
Free explore = 1: Ambush, Barrier 1
#1: Rooftops @power, draw barrier, choose to encounter 1
Draw B1: Secret Stockpile, choose to encounter B1: Secret Stockpile and banish 1: Ambush
Encountering B1: Secret Stockpile, Barrier 2: Disable 9
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Disable 1d10+2+1, Quinn.Bury(Bloodroot Poison) +1d8+1+2
Disable 9: 1d10 + 2 + 1 + 1d8 + 1 + 2 ⇒ (7) + 2 + 1 + (4) + 1 + 2 = 17 - Banished Dice rolls pasted from prior post
Start of missing text from Copy / paste mess up
Defeating B1: Secret Stockpile: draw a new weapon and a new armor. (W1 Returning Totem Spear, Weapon 4, A1: Gray Maiden Plate, Armor 2)
Display ac Gray Maiden Plate
Discard Jasan Adriel, examine & may explore = 2: Flask of Curses, Barrier 2:
#1: Rooftops @power, draw barrier, choose to encounter 1
Draw B2: Madness Mist Trap, choose to encounter B2: Madness Mist Trap and banish 2: Flask of Curses
Encountering B2: Madness Mist Trap, Barrier 3: Disable 8
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.
Disable 1d10+2+1, Quinn.Bury(ac Returning Totem Spear) +1d8+1+2
Disable 8: 1d10 + 2 + 1 + 1d8 + 1 + 2 ⇒ (10) + 2 + 1 + (1) + 1 + 2 = 17 - Banished
end of missing text from Copy / paste mess up
B2: Madness Mist Trap: If defeated, draw a new spell or item.
I1: Elixir of Focus, Item 2
End of Turn
Quinn Eot Examine = (Rooftops Card 3: Henchman Proxy A1(Red Mantis Assassin))
Recovery
Reset
Draw up Nil
Summary
Location = #1: Rooftops
Acquired =
Banished = 1: Ambush, 2: Flask of Curses
Examined =
Location = Rooftops
Examined = 3: Henchman Proxy A1(Red Mantis Assassin)
From Box = B1: Secret Stockpile, B2: Madness Mist Trap, W1 Returning Totem Spear, A1: Gray Maiden Plate, I1: Elixir of Focus
Displayed =
Give =
Used =
Other =
"
Hand: Keen Rapier, ac Elixir of Focus, Elixir of Focus, Leech, The Midwife, lt Lady of Valor,
Displayed: ac Gray Maiden Plate,
Deck: 9 Discard: 1 Buried: 5
Hero Points: 1
NOTES:
Available Support: Distant: Blessings available.
The Midwife: Exchange an encountered Boon or Non-Story Bane. Available
Local: Bury Boon to add +1d8+3 vs barrier. *1
Elixir of Focus: +1d10+2 on non combat. Available
Movement: Base then Explore
Middle of Deck (Unknown Order): Quilted Cloth Armor, The Locksmith, Ambrosia, Liquid Courage, Gem of Mental Acuity, Keen Starknife, Fox, Zellara's Harrow Deck, Shock Kukri
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
AAUGHWHY's PACS Grenek |
Hour is the Desert: When you move during your move step, bury a card.
Grenek searches through the storehouse and finds a Card 1: Horn of Blasting
Fortitude 7: 1d8 + 2 ⇒ (6) + 2 = 8
Outside, the angry mobs have shown a surprising amount of organization, forming into a raving Card 2: Warband single-mindedly dedicated to driving Grenek and his friends out of the city. The mob spots Grenek and sends a Metal Cobra after him! Discard Quartermaster to explore again. For the combat, reveal Dragonbane Greatsword for Melee+1d12+2. Recharge Mastiff to bite. Resistance subtracts 4
Combat 12: 1d10 + 1d12 + 1d6 + 7 - 4 ⇒ (9) + (4) + (5) + 7 - 4 = 21
Grenek thinks he remembers Quinn or Enora mention that iron is important for big muscles so he gobbles up the snake. The warband is horrified and runs away.
Hand: Crocodile Skin Armor, Dragonbane Greatsword, Blessing of the Gods, Cook, Bearskin Armor (Core), Blessing of the Gods 2,
Displayed:
Deck: 8 Discard: 1 Buried: 3
Hero Points: 1
"NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Greatclub, Shock Glaive)Other: Goblin Markers: "
Display Bearskin Armor
"
Grenek wrote:Hand: Crocodile Skin Armor, Dragonbane Greatsword, Blessing of the Gods, Cook, Blessing of the Gods 2,
Displayed: Bearskin Armor (Core),
Deck: 8 Discard: 1 Buried: 3
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Crocodile Skin Armor)Other: Goblin Markers:
Deck, Discard, Buried:Reloaded:
Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Blessing of Torag, Blessing of Gorum, Vale Temros, Greatclub +1, Shock Glaive, Quarterstaff (Core)
Recharged: Mastiff,
Discard Pile:Quartermaster,
Buried Pile:Crowbar, White War Paint, Shock Glaive +1,
Skills and Powers:"SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([X] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card
BR Akaitora |
During This Adventure: 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.
During This Scenario: Scenario Harrow Suit: Keys
STORY BANES
Dangers: Red Mantis Assassin, Rioting Mob
Villain: Rolth Lamn
Henchmen (Closing): Red Mantis Assassin - Proxy A
CotCT Story Bane 3
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
CotCT Story Bane 2
Traits: Human Wizard
To Defeat: Combat 15
Before acting, a local character summons and encounters the story bane Wight. After acting, suffer the scourge Drained. If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
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.
SETUP
Add the Onslaughts wildcard Impoverished
After drawing your starting hand, draw 3 cards, then bury 3 cards.
After building the locations, shuffle a non-closing henchman Rioting Mob - Proxy B into each.
DURING THIS SCENARIO
Once each turn, you may bury a card to explore.
After your exploration, if you explored 3 or more times this turn, summon and encounter the danger.
Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER
Danger:
Story Bane
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Scenario Level (#): 4
Turn: 5, Enora/EmpTyger
Monsters
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 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:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Barriers
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Core
Barrier 1
Traits:
Cache
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:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
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.
Weapons
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 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.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
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:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, 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 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Items
Core
Item 3
Traits:
Magic
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
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
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:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
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.
Allies
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Core
Blessing 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.
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Hour Power: No effect.
Current Hour:
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.
Hours Remaining: 25
Hourglass
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
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.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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.
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 Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
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.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The 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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Enora/EmpTyger, None
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...?
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 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 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.
Location #1: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Quinn/MatsuKurisu, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
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
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
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.
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Location #2: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Grenek/AAUGHWHY, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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 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
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
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
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
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Location #3: 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: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Ukuja/Bigguyinblack, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
Core
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #4: Abandoned Shacks
Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
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.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
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
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
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
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.
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.
Enora-EmpTyger |
Prayer o'clock
Moving to Slaughterhouse
Exploring Slaughterhouse 1: Henchman A4: Red Mantis Assassin
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Banishing Fire Snake to recovery to use Divine
Divine 4+4=8: 1d10 + 4 ⇒ (5) + 4 = 9
Holy Javelin is recharged
Discarding Marionette as an Arcane Attack Cold Magic spell, discarding Blessing of Nethys, resistant.
Combat 10+8+4=22: 2d10 + 3 + 2d6 + 2 ⇒ (3, 2) + 3 + (4, 3) + 2 = 17
Burying Jayna Lemore
Combat 22: 17 + 1d6 ⇒ 17 + (3) = 20
Recharging Cleric of Nethys for +2=22. Marionette is recharged. Henchman A4 is banished. Slaughterhouse: Discarding Restorative Touch.
Closing Slaughterhouse: Banishing Chronicler.
Slaughterhouse is closed. Examining Rooftops 1: Henchman A1: Red Mantis Assassin, Storehouse 1: Henchman B2: Rioting Mob, Abandoned Shacks 1: Henchman B4: Rioting Mob
Moving to Base. Ukuja must move
Exploring Base 1: Pathfinder Chronicler, Base 2: Moise, Base 3: Boors, Base 4: Ketrik. Keeping Ketrik
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [X] 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.
Healing Restorative Touch.
Displaying Ketrik
Ending turn. Recovery:
Divine 8: 1d10 + 4 ⇒ (6) + 4 = 10
Fire Snake is recharged. Resetting hand
(From the notes of Enora, party arcanist.)
Shocked by the quantity of blood I found upon returning to Ukuja, with another masked assassin revealed by the illumination of a summoned glowsnake, which foe only succumbed by the combined efforts of myself, the paladin Jayna, and the cleric Ydel. The elf hunter fortunately unharmed, but alas too late to save my faithful chronicler Sammith. With such a grisly reminder of our peril, the heavy blade of Ketrik seemed crucial, not only before another assassin dropped from the rooftops, but with our presence the seeming catalyst for the slaughter, the rest of the town had risen violently against us.
Hand: Blessing of the Master of Masters (discard to bless/double bless if INT, recharge if top blessing is Irori), Cloudburst, Holy Javelin, Locate Object, Marionette, Byzantine Lexicon (recharge to bless local non-combat WIS),
Displayed: Ketrik (bury for +1d4+4 and/or Fire to Combat),
Deck: 7 Discard: 2 Buried: 4
Notes: No preference for if/where Enora gets moved.
Ask before using: Blessing of the Master of Masters
Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for henchman/closing; Ketrik; Byzantine Lexicon
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1
Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.
Hero points: 2
Summary:
Slaughterhouse is closed.
Storehouse 1 (Rioting Mob) is examined.
Abandoned Shacks 1 (Rioting Mob) is examined.
Base 4 (Ketrik) is acquired.
Enora is at Base.
Ukuja must move.
Quinn {OA2}-Matsu Kurisu |
Turn order
Enora/EmpTyger,Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY,
Blessing = #1 Quinn/MatsuKurisu: The Paladin
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
Start of Turn
At: #1: Rooftops
Give: No
Move: No
Free explore = 3: Henchman Proxy A1(Red Mantis Assassin))
Red Mantis Assassin, Story Bane 3: Combat 18(10+4+4)
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Perception 1d8+1+2+1d4
BYA Perception 8(4+4): 1d8 + 1 + 2 + 1d4 ⇒ (5) + 1 + 2 + (3) = 11 - Success
Reload lt Lady of Valor to use Knowledge +AD3
Reveal Keen Rapier 1d10+2+2+3+1d6+1, Ukuja recharges Blessing of the Green Faith (2) +1d10
(If any die rolled on this check shows 4, count it as a 6)
Combat 18: 1d10 + 2 + 2 + 3 + 1d6 + 1 + 1d10 ⇒ (3) + 2 + 2 + 3 + (1) + 1 + (1) = 13 - Failing. Use Paizo reroll
Combat 18: 3 + 2 + 2 + 3 + 1 + 1 + 1d10 ⇒ 3 + 2 + 2 + 3 + 1 + 1 + (8) = 20 - Banished
Location #1: Rooftops
When Closing: Summon and defeat a barrier.
B1: Vortex of Madness, Barrier 4
#1: Rooftops power, draw barrier, choose to encounter 1
B2: Brain Mold, Barrier 4
Banishing B2: Brain Mold and choosing to encounter B1: Vortex of Madness
B1: Vortex of Madness, Barrier 4: Intelligence 11
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Intelligence 1d10+2, Recovery ac Elixir of Focus 1d10+2
Intelligence 11: 1d10 + 2 + 1d10 + 2 ⇒ (4) + 2 + (3) + 2 = 11 - Banished
#1: Rooftops Closed
On closing, move to Base and trigger chronicle benefit
For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once
Location #0: Base
For your exploration, draw the top 4 cards of this location. Keep 1 and return the rest in any order, then do 1:
* Recharge any number of cards.
Base Card 1: Pathfinder Chronicler
Base Card 2: Moise
Base Card 3: Boors
Base Card 4: Ketrik
Acquire 4: Ketrik
Display lt Ketrik
Recharge Leech
End of Turn
Quinn Eot Examine = (Base Card 1: Pathfinder Chronicler)
Recovery
Auto recharge ac Elixir of Focus
Reset
Draw up lt Lady of Valor, Zellara's Harrow Deck
Summary
Location = #1: Rooftops - Closed
Acquired =
Banished = 1: Henchman Proxy A1(Red Mantis Assassin)
Examined =
Location = #0: Base
Acquired = 4: Ketrik
Examined = 1: Pathfinder Chronicler, 2: Moise, 3: Boors
From Box = B1: Vortex of Madness, B2: Brain Mold
Displayed =
Give =
Used = Ukuja recharges Blessing of the Green Faith (2)
Paizo reroll
Other =
"
Hand: Keen Rapier, ac Elixir of Focus, Elixir of Focus, The Midwife, lt Lady of Valor, Zellara's Harrow Deck,
Displayed: ac Gray Maiden Plate, lt Ketrik,
Deck: 10 Discard: 1 Buried: 5
Current Location: Base
Hero Points: 1
NOTES:
Available Support: Distant: Blessings available.
The Midwife: Exchange an encountered Boon or Non-Story Bane. Available
Local: Bury Boon to add +1d8+3 vs barrier. *1
Elixir of Focus: +1d10+2 on non combat. Available
Movement: Base then Explore
Middle of Deck (Unknown Order): Gem of Mental Acuity, Keen Starknife, Shock Kukri, Liquid Courage, The Locksmith, Ambrosia, Quilted Cloth Armor, Fox
Recharged: Leech, ac Elixir of Focus,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE
Ukuja |
Assuming Quinn picks Pathfinder Chronicler or Moise. On Rooftop close Ukuja moves to Base, takes free explore, Draws and displays Boors and heals 1. Then Bury Boors to draw random weapon #1 Verminbane Warhammer and from the previous update Blackjack's Daggers.
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.
Pass Soothing Word to Enora.
Ukuja moves from Base to Storehouse.
CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Discard Raven to evade. Cast Call Animal for Elk. Discard Elk to explore.
random card at Storehouse: 1d9 ⇒ 2
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.
combat 12 revealing Wendifisa Spear for survival, freely recharge Blackjack's Daggers, aided by Elk: 1d10 + 1d12 + 1d6 + 1d4 + 9 ⇒ (6) + (4) + (4) + (1) + 9 = 24
end of turn recharge from discards 1. Elk, 2. Raven: 1d2 ⇒ 1
Ukuja ends their turn.
Ukuja attempts to recover all cards in their Recovery pile.
Call Animal: Divine 6: 1d10 + 5 ⇒ (8) + 5 = 13 -> Call Animal recharged.
Ukuja resets their hand.
Hand: Wendifisa Spear, Major Cure, Wintervine, Angelstep, Dwarf Caiman, Hatchet, Verminbane Warhammer, Fire Gecko, Druid of the Green Faith,
Displayed: Giant Chameleon, Python,
Deck: 7 Discard: 2 Buried: 3
"Current Location: Storehouse
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: UsedWintervine: On a character at your location's Perception or Survival check, bury or banish this card to add 1 die.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Green Faith (2), Blessing of the Green Faith (1), Landshark Whelp, Cure
Recharged: Blackjack's Daggers, Elk, Call Animal,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Stick With Me x2 +1d6 to recovery check
Storehouse card 2 banished. Storehouse shuffled.
Base Supporter Boors drawn and buried.
Random weapon 1 and previous update random weapon drawn. Both 4s.
Enora handed Soothing Word.
Quinn {OA2}-Matsu Kurisu |
Correcting Quinns turn
Enora had already taken 4: Ketrik
Location #0: Base
For your exploration, draw the top 4 cards of this location. Keep 1 and return the rest in any order, then do 1:
* Recharge any number of cards.
Base Card 1: Pathfinder Chronicler
Base Card 2: Moise
Base Card 3: Boors
Base Card 5: Pathfinder Bodyguard
Acquire 1: Pathfinder Chronicler
Display lt Pathfinder Chronicler
"
Hand: Keen Rapier, ac Elixir of Focus, Elixir of Focus, The Midwife, lt Lady of Valor, Zellara's Harrow Deck,
Displayed: ac Gray Maiden Plate, lt Pathfinder Chronicler,
Deck: 10 Discard: 1 Buried: 5
Current Location: Base
Hero Points: 1
NOTES:
Available Support: Distant: Blessings available.
The Midwife: Exchange an encountered Boon or Non-Story Bane. Available
Pathfinder Chronicler: +1d4+4 vs Barrier, or AD3/4 Spell or AD3/4 Item. Available
Local: Bury Boon to add +1d8+3 vs barrier. *1
Elixir of Focus: +1d10+2 on non combat. Available
Movement: Base then Explore
Middle of Deck (Unknown Order): The Locksmith, Keen Starknife, Ambrosia, Quilted Cloth Armor, Liquid Courage, Fox, Shock Kukri, Gem of Mental Acuity
Recharged: Leech, ac Elixir of Focus,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE
AAUGHWHY's PACS Grenek |
Hour is Cayden Cailean's Revelry: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Start of turn, display Cook
Random Storehouse Card: 1d9 ⇒ 5
Even after the warband flees in terror, one member stays behind in the Storehouse. They seem pretty boring, so Grenek pays them no mind. Until, that is, they finish changing and reveal themselves as a Red Mantis Assassin! Grenek is taken totally by surprise! Auto-fail the BA.
Difficulty Increases by: 1d6 ⇒ 6 For the combat, Reveal Dragonbane Greatsword and discard for Melee+1d12+STR Die+2. Recharge Crocodile Skin Armor to bite and add 1d6. Discard BOTG to add 1 die. Bury a card from discards to Rage. Cook adds 1d4.
Combat 24: 3d10 + 1d12 + 1d8 + 1d6 + 1d4 + 9 ⇒ (10, 1, 1) + (7) + (7) + (5) + (4) + 9 = 44 I gain a goblin marker
To close discard the rest of my hand. On close, draw 2 items and keep 1. Draw Wand of Enervation and Fireball Beads. Keep Beads
Grenek doesn't know what to do! He throws everything in reach at the assassin and runs away!
Move to Base and explore it. Moise and Bodyguard are left. Take and display bodyguard. Recharge Fireball beads
End of turn, move to Abandoned Shacks. End of turn, Cook recharges
"
Hand: Vale Temros, Blessing of Torag, Greatclub +1, Shock Glaive, Blessing of Gorum,
Displayed: Bearskin Armor (Core), Pathfinder Bodyguard,
Deck: 6 Discard: 3 Buried: 4
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Vale Temros, Greatclub)Pathfinder Bodyguard: when local character takes damage, bury to reduce to 0
Gorum: +2 to STR Combat
Torag: +2 to STR Non-CombatOther: Goblin Markers: 1
Middle of Deck (Unknown Order): Quarterstaff (Core), Staff of Minor Healing (Core)
Recharged: Mastiff, Crocodile Skin Armor, Fireball Beads, Cook,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0
Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([X] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card
Enora-EmpTyger |
Blessing 4: Pharasma’s Knowing o’clock: On your check against an Undead card, add 1d6.
Moving to Abandoned Shacks
Banishing Soothing Word to recovery to heal Blessing of Nethys
Burying Ketrik to draw Random Armor 1: Corpse Plate, Random Armor 2: Mithral Chain Shirt, Random Armor 3: Brute Force Shield. Keeping Corpse Plate
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.
Banishing Locate Object to recovery to examine Abandoned Shacks 1: Henchman B4: Rioting Mob, Abandoned Shacks 2: Red Mantis Initiate, Abandoned Shacks 3: Minotaur, Abandoned Shacks 4: Eternal Glyphs, Abandoned Shacks 5: Dire Crocodile, Abandoned Shacks 6: Frost Longbow
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
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.
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
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.
Encountering Frost Longbow
Recharging Magic Marionette
DEX 13: 1d6 + 1d8 ⇒ (1) + (1) = 2
Frost Longbow is banished
Abandoned Shacks is shuffled
Shuffled Abandoned Shacks: 1d11 ⇒ 8
Exploring Abandoned Shacks 8: Marked Cards
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Recharging Magic Corpse Plate
INT 10: 1d10 + 1 + 1d8 ⇒ (2) + 1 + (8) = 11
Marked Cards are acquired
Shuffled Abandoned Shacks: 1d11 ⇒ 9
Discarding Blessing of the Master of Masters to explore Abandoned Shacks 9: Magic Klar
Armor 2
Traits:
Offhand
Shield
Database error: missing Magic trait
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.
Recharging Magic Cloudburst
CON 9: 1d6 + 1d8 ⇒ (5) + (5) = 10
Magic Klar is acquired
Shuffled Abandoned Shacks: 3d11 ⇒ (3, 4, 11) = 18
Discarding Marked Cards to examine Abandoned Shacks 3: Minotaur, Abandoned Shacks 4: Eternal Glyphs, Abandoned Shacks 11: Henchman A3: Red Mantis Assassin
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.
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Ordering so Henchman is 3rd from bottom, Minotaur, Eternal Glyphs on bottom.
Ending turn. Recovery:
Divine 8: 1d10 + 4 ⇒ (3) + 4 = 7
Soothing Word is discarded.
Divine 8: 1d10 + 4 ⇒ (3) + 4 = 7
Locate Object is discarded. Resetting hand: Revealing Byzantine Lexicon
(From the notes of Enora, party arcanist.)
Prepared by Ukuja sharing a magic utterance to ease my wound, I attempted to magically divine what sort of danger this unruly mob opposing us would pose, and whether any arcane aid would avail in such an impoverished section of town. As to the latter, my skepticism was partially misplaced, for Ketrik and myself discover some enchanted armors, although rumors of weaponry proved wildly exaggerated; as to the former, my divinations indicated a menagerie of angered foes, with the assassins directing from the shadows. Advocating a course of patient, so that impatient minotaurs would depart and magical glyphs would lose their potency, yet most of the mob remained, egged on by initiates of our enemy.
Hand: Magic Klar, Cure (banish to recovery to heal 1d4+1 local), Holy Javelin, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Fire Snake, Byzantine Lexicon (recharge to bless local non-combat WIS), Cleric of Nethys,
Displayed:
Deck: 7 Discard: 5 Buried: 5
Notes: Enora will bury her unusable ally to avenge at Abandoned Shacks
Ask before using:
Can use without asking: Byzantine Lexicon; Binder's Tome; Cure
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1
Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.
Hero points: 2
Summary:
Random Armor 1 (Corpse Plate) acquired.
Abandoned Shacks 6 (Frost Longbow) banished.
Abandoned Shacks 8 (Marked Cards), 9 (Magic Klar) acquired.
Abandoned Shacks shuffled. Somewhere within are Henchman B, Red Mantis Initiate, Dire Crocodile.
Bottom 3 cards of Abandoned Shacks are now 11 (Henchman A), 3 (Minotaur), 4 (Eternal Glyphs).
Enora is at Abandoned Shacks
Ukuja |
Misunderstood the free explore effect. Boors is still at Base. The 2 weapons were not acquired. Recharging Hatchet instead of dagger. Drawing 2 cards to replace the missing cards: Blessing of the Green Faith (1) and Landshark Whelp.
BR Akaitora |
During This Adventure: 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.
During This Scenario: Scenario Harrow Suit: Keys
STORY BANES
Dangers: Red Mantis Assassin, Rioting Mob
Villain: Rolth Lamn
Henchmen (Closing): Red Mantis Assassin - Proxy A
CotCT Story Bane 3
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
CotCT Story Bane 2
Traits: Human Wizard
To Defeat: Combat 15
Before acting, a local character summons and encounters the story bane Wight. After acting, suffer the scourge Drained. If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
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.
SETUP
Add the Onslaughts wildcard Impoverished
After drawing your starting hand, draw 3 cards, then bury 3 cards.
After building the locations, shuffle a non-closing henchman Rioting Mob - Proxy B into each.
DURING THIS SCENARIO
Once each turn, you may bury a card to explore.
After your exploration, if you explored 3 or more times this turn, summon and encounter the danger.
Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER
Danger:
Story Bane
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Scenario Level (#): 4
Turn: 10, Quinn/MatsuKurisu
Monsters
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
CotCT
Monster 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:
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:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Barriers
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
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.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
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
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Spell 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.
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
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.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Armors
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 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 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 2
Traits:
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:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
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 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.
Allies
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
CotCT
Ally 2
Traits:
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:
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 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.
Blessings
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: 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: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Core
Blessing 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
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.
Current Hour:
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.
Hours Remaining: 20
Hourglass
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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.
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 Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
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.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The 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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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 ?: 2
Located/Displayed Here: Quinn/MatsuKurisu, Ukuja/Bigguyinblack, None
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Location #4: Abandoned Shacks
Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Grenek/AAUGHWHY, Enora/EmpTyger, None
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
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:
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.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Quinn {OA2}-Matsu Kurisu |
Turn order
Enora/EmpTyger,Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY,
Blessing = #1 Quinn/MatsuKurisu: The Paladin
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
Start of Turn
At: #0: Base
Give: No
Move: #4: Abandoned Shacks
Free explore = 1: Dire Crocodile, Monster 2: Combat 15
Discard The Midwife, banish 1: Dire Crocodile, swap with a random bane, checks are blessed
{ooc]Ouch, this will hurt[/ooc]
M1 Bloodbug Swarm, Monster 4: Combat 10, THEN Combat 11, THEN Combat 12
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Recharge Zellara's Harrow Deck to use Knowledge +AD2
Reveal Keen Rapier 1d10+2+2+2+1d6+1, The Midwife +1d10
(If any die rolled on this check shows 4, count it as a 6)
#1 Combat 10: 1d10 + 2 + 2 + 2 + 1d6 + 1 + 1d10 ⇒ (6) + 2 + 2 + 2 + (2) + 1 + (6) = 21
Reload ac Elixir of Focus to use Knowledge +AD2
Reveal Keen Rapier 1d10+2+2+2+1d6+1, The Midwife +1d10
(If any die rolled on this check shows 4, count it as a 6)
#2 Combat 11: 1d10 + 2 + 2 + 2 + 1d6 + 1 + 1d10 ⇒ (7) + 2 + 2 + 2 + (6) + 1 + (1) = 21
Reload lt Lady of Valor to use Knowledge +AD3
Reveal Keen Rapier 1d10+2+2+3+1d6+1, The Midwife +1d10
(If any die rolled on this check shows 4, count it as a 6)
#3 Combat 12: 1d10 + 2 + 2 + 3 + 1d6 + 1 + 1d10 ⇒ (9) + 2 + 2 + 3 + (3) + 1 + (2) = 22
All check is exceeded by at least 4, no bad stuff
End of Turn
Quinn Eot Examine = (Abandoned Shacks Card 2: Zellara's Harrow Deck, Item 2 )
Recovery
Reset
Draw up lt Lady of Valor, Elixir of Focus, Gem of Mental Acuity, Liquid Courage, The Locksmith
Summary
Location = #1: Rooftops - Closed
Acquired =
Banished = 1: Dire Crocodile
Examined = 2: Zellara's Harrow Deck
Location =
Acquired =
Examined =
From Box = M1 Bloodbug Swarm
Displayed =
Give =
Used =
Other =
"
Hand: Keen Rapier, Elixir of Focus, lt Lady of Valor, The Locksmith, Gem of Mental Acuity, Liquid Courage,
Displayed: ac Gray Maiden Plate, lt Pathfinder Chronicler,
Deck: 8 Discard: 2 Buried: 5
Current Location: Base
Hero Points: 1
NOTES:
Available Support: Distant: Lady of Valor: +2d8 vs Banes. available.
The Locksmith: +1vs any, +2d vs Acrobatics or Disable. Available
Pathfinder Chronicler: +1d4+4 vs Barrier, or AD3/4 Spell or AD3/4 Item. Available
Local: Bury Boon to add +1d8+3 vs barrier. *3
Elixir of Focus: +1d10+2 on non combat. Available
Movement: Base then Explore
Middle of Deck (Unknown Order): Fox, Ambrosia, Quilted Cloth Armor, Shock Kukri, Keen Starknife
Recharged: Leech, ac Elixir of Focus, Zellara's Harrow Deck,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE
Ukuja |
Lamashtu's Madness: When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
Explore Base draw and display Boors and heal a card.
Send Landshark Whelp to recovery to explore. Draw and display Moise. Recharge Druid of the Green Faith, Dwarf Caiman, and Fire Gecko. Use adventure reward to move to Abandoned Shacks. Base closes. Bury Boors to draw random weapon #1 Thundering Earthbreaker and random weapon #2 Venomous Hand Crossbow.
Major Cure targeting Enora and heal 1: 1d4 + 1 ⇒ (2) + 1 = 3
Ukuja ends their turn.
Ukuja attempts to recover all cards in their Recovery pile.
Landshark Whelp: Survival 9: 1d10 + 7 ⇒ (9) + 7 = 16 -> Landshark Whelp recharged.
Major Cure: Divine 10: 1d10 + 5 ⇒ (8) + 5 = 13 -> Major Cure recharged.
Ukuja resets their hand.
Hand: Wendifisa Spear, Cure, Wintervine, Angelstep, Thundering Earthbreaker, Blessing of the Green Faith (1), Venomous Hand Crossbow , Raven, Blessing of Milani, Call Animal,
Displayed: Giant Chameleon, Python, Moise,
Deck: 8 Discard: 0 Buried: 3
"Current Location: Storehouse
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: UsedWintervine: On a character at your location's Perception or Survival check, bury or banish this card to add 1 die.
Thundering Earthbreaker: On a local check against a Lock or Obstacle barrier, recharge to add 1d12.
Venomous Hand Crossbow: On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait.
Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Dwarf Caiman, Blessing of the Green Faith (2), Hatchet, Druid of the Green Faith, Elk, Fire Gecko
Recharged: Landshark Whelp, Major Cure,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Stick With Me x2 +1d6 to recovery check
Base is closed.
Random weapons #1 and #2 acquired.
Enora healed for 3.
AAUGHWHY's PACS Grenek |
Hour is Sands of the Hour: No effect
Grenek carefully averts his eyes from Card 2: Zellara's Harrow Deck. He's faced zombies and assassins; he's not going to be taken down by some pieces of paper. Banish Zellara's Harrow Deck
Grenek hears chanting, looks out a window and sees a big mob with torches and everything! Quinn notices the grin creeping across his face and snatches him up before he can go join it. Discard Blessing of Torag to explore again. Encounter Rioting Mob. Requesting Quinn's vs Barrier power
Diplomacy 10: 2d8 + 3 ⇒ (7, 3) + 3 = 13
Quinn leads the goblin towards a different shack, farther away from the mob. This one has a weird door; Grenek knows how to deal with weird doors... Discard Blessing of Gorum to explore again; encounter Death's Breath Door. Bury card from discards to rage
STR 10: 1d10 + 1d8 + 6 ⇒ (4) + (3) + 6 = 13 I gain a Goblin Marker
A Red Mantis Assassin was waiting for them inside! Auto Fail the BA
Difficulty Increased by: 1d6 ⇒ 4 For the Combat, reveal Shock Glaive for Melee+1d10+1d4. Recharge Vale Temros to add 1d6 and piercing.
Combat 22: 2d10 + 1d6 + 1d4 + 7 ⇒ (9, 2) + (5) + (4) + 7 = 27
Key word: was waiting for them inside.
"
Hand: Quarterstaff (Core), Staff of Minor Healing (Core), Greatclub +1, Shock Glaive, Mastiff,
Displayed: Bearskin Armor (Core), Pathfinder Bodyguard,
Deck: 4 Discard: 4 Buried: 5
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Mastiff, Quarterstaff, Greatclub, Staff of Minor Healing)Pathfinder Bodyguard: when local character takes damage, bury to reduce to 0
Staff of Minor Healing: heal yourself 1Other: Goblin Markers: 2
Middle of Deck (Unknown Order): 0
Recharged: Crocodile Skin Armor, Fireball Beads, Cook, Vale Temros,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0
Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([X] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card
Enora-EmpTyger |
(During Ukuja's turn)
Major Cure: Blessing of Qi Zhong, Marked Cards, Soothing Word are healed
(Enora's turn)
Blessing 3: Nethys's Duality: On your check against a spell, add 1d4.
Exploring Abandoned Shacks 5: Red Mantis Initiate
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Random local character (1=Enora, 2=Quinn, 3=Ukuja, 4=Grenek): 1d4 ⇒ 4
Ranged Combat damage: 1d4 ⇒ 3
Grenek takes 3 Ranged Combat damage
Banishing Fire Snake to recovery to use Divine, revealing Binder's Tome
Divine 5+4=9: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (3) = 11
Locate Object is recharged. Red Mantis Initiate is banished
Cure: 1d4 + 1 ⇒ (1) + 1 = 2
Banishing Cure to recovery to heal Grenek for 2
Burying Cleric of Nethys to explore Abandoned Shacks 6: Henchman A3: Red Mantis Assassin
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Recharging Byzantine Lexicon
WIS 4+4=8: 2d6 ⇒ (5, 2) = 7
Difficulty increase: 1d6 ⇒ 5
Banishing Holy Javelin to recovery, revealing Binder's Tome, resistant. Ukuja recharges Blessing of the Green Faith. Grenek recharges a card (I'm presuming he used armor or Pathfinder Bodyguard from the earlier damage so that he still has at least 1 to recharge)
Combat 10+8+4+5=27: 2d10 + 4 + 2d12 + 1d4 + 1d6 ⇒ (1, 5) + 4 + (10, 9) + (3) + (3) = 35
Henchman A3 is banished
Closing Abandoned Shacks:
Danger (1=Red Mantis Assassin, 2=Rioting Mob): 1d2 ⇒ 2
Summoning Danger: Rioting Mob
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Revealing Binder's Tome. Quinn buries an item
Diplomacy 6+4=10: 1d10 + 4 + 1d4 + 1d8 + 3 ⇒ (8) + 4 + (1) + (8) + 3 = 24
Rioting Mob is banished. Abandoned Shacks are closed
(From the notes of Enora, party arcanist.)
A series of shots ringing out from the crowd, hitting targets at random, including my goblin companion, threatened to bring about a violent confrontation within these cramped environs; mindful of such a danger, I carefully by means of summoned flamesnake revealed the projectiles to originate from a rabble-rouser of the same order of our assailers. Tending to Grenek's wounds with a lesser version of the potent healing spell Ukuja targeted myself with, the goblin eagerly bit into the assassin, who with an indecipherable oath had attempted to flee past a stunned Friar Ydel, but held within the goblin's jaws, a recalibrated holy javelin spell, albeit tinted green from the application of the elf's energy, struck fatally.
Before our actions could spiral into a melee in which our party would be outnumbered by confused and angry citizenry, with amplified voice I detailed the plot of the assassins, who Quinn suspected to be not Rolth Lamm but rather a branch of the Red Mantis, an explanation dissipating the mob's animus.
We win!
BR Akaitora |
DEVELOPMENT 6-4c: WHO NEEDS SLEEP?
The assassins and the mobs have all been dealt with. You've been asking a lot of questions about the Lupescinovs, and it can't be a coincidence that the gargoyle ambush, the assassins, and the riled mobs all came for you after you discovered the family's name and where to find them. They learned what you were doing alarmingly fast; you have to presume they're also aware how much you've learned about them.
On the bright side, your decision to remain undercover has probably kept other Pathfinder agents in the region from their notice.
You run all of the way out of town into the nearby woods, taking shelter under a pile of fallen trees. With no inmediate threat, you fall asleep quickly.
This time when you wake, there are no assassins facing you. You're fully rested; it's time to visit the Lupescinov estate.
REWARD
Loot: Blessing Achaekek's Claws
CotCT Blessing 4
Traits: Deity: Achaekek Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card. To Acquire: Intelligence Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead. Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
ACQUIRED CARDS
Landshark Whelp (Ally 4)
Corpse Plate (Armor 3)
Magic Klar (Armor 2)
Gray Maiden Plate (Armor 2)
Elixir of Focus (Item 2)
Marked Cards (Item 3)
Horn of Blasting (Item 2)
Fireball Beads (Item 4)
Thundering Earthbreaker (Weapon 4)
Returning Totem Spear (Weapon 4)
BR Akaitora |
Scneario 6-4D: The Tiger's Den
You remain on high alert as you make your way to the Lupescinov estate. Your vigilance serves you well; you get to the drop on two different groups of "bandits" poised to ambush you along the road. Once defeated, they make no secret of their true allegiances.
Strangely, when you arrive at the estate, you find no one outside. You expected house guards or at least some kind of resistance to your entry. Instead, it's eerily quiet. No one challenges you as you walk right up to the door. Knocking seems unnecessary at this point. But it's ridiculous and amusing thought.
You burst through the door and find yourself facing a man on a flight of stairs directly in front of the door. "I see you've let yourself in. Murderous thieves breaking into my house? I will have to defend myself. With your reputation in town no one will question that. You should have left things alone." That heaviness, the foreboding you've been feeling since you arrive in Ardis, comes back full force. This is the terrible thing you've been expecting since you arrive.
"Of course, I can't do anything looking like this," he says. "That would just be gauche."
The man's form begins to blur and contort. The way his fingers and legs bend make it clear that he is far less human than he appeared. His head shifts into that of a large tiger, and his hands twist around until his palms face entirely backwards.
"You have tangled with someone well beyond you. Now you'll be dead, and I'll control Ardis."
You certainly see that he is a rakshasa, a fiend known for its tyrannical, manipulative, and greedy ways. His arrogance reminds you of Trazavai, though this one has at least spared you the theatrics of a monologue. He gestures dismissively as he turns his back to you and ascends the stairs. From the shadows around you, more rakshasas appear. As you ready your weapons, movement above catches your attention. More gargoyles. Just getting to the rakshasa is going to be a tough fight.
STORY BANES
Dangers: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
Villain: Bahor
Henchman (Closing): Vimanda, Rakshasas (Proxy A)
CotCT Story Bane 4
Traits: Gargoyle
To Defeat: Combat 23
Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT Story Bane 3
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 20
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 17 THEN Combat 13 OR Charisma Diplomacy 8
Resistant to Attack. Vulnerable to Piercing. After the roll, if the check was not blessed, reroll 1 die with the highest value.
SETUP
After building the locations, shuffle a non-closing henchman Ashwing Gargoyle (Proxy B) into each.
DURING THIS SCENARIO
Once each turn, you may bury a card to explore.
When you close your location, after characters move, a random character summons and encounters the danger.
BR Akaitora |
During This Adventure: 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.
During This Scenario: Scenario Harrow Suit: Crowns
STORY BANES
Dangers: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
Villain: Bahor
Henchman (Closing): Vimanda, Rakshasas (Proxy A)
CotCT Story Bane 4
Traits: Gargoyle
To Defeat: Combat 23
Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT Story Bane 3
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 20
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 17 THEN Combat 13 OR Charisma Diplomacy 8
Resistant to Attack. Vulnerable to Piercing. After the roll, if the check was not blessed, reroll 1 die with the highest value.
SETUP
After building the locations, shuffle a non-closing henchman Ashwing Gargoyle (Proxy B) into each.
DURING THIS SCENARIO
Once each turn, you may bury a card to explore.
When you close your location, after characters move, a random character summons and encounters the danger.
Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER
Danger:
Story Bane
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Scenario Level (#): 4
Turn: 0, Enora/EmpTyger
Monsters
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 2
Traits:
Undead
Zombie
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
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
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
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
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Weapons
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
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 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 3
Traits:
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:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Core
Item 2
Traits:
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.
Allies
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Core
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:
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.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Core
Blessing 2
Traits:
Deity: 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.
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
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 ?: 6
Located/Displayed Here: None
Location #1: 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: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #5: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Ukuja |
Replacing Oaken Staff with Soothing Word loot. Cohorts will be Leryn and Pygmy Ankylosaur. Favored card will be weapon. Starting location will be Repository.
Hand: Wintervine, Cure, Raven, Hatchetbird, Elk, Blessing of Milani, Dwarf Caiman, Druid of the Green Faith, Hatchet,
Displayed: Leryn (Hunter Class Deck), Pygmy Ankylosaur,
Deck: 10 Discard: 0 Buried: 0
"Current Location: Repository
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll:Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.
Wintervine: Send to recovery: dd 1 die to a local Perception or Survival check.
Movement: Move me to Dungeons if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Wendifisa Spear, Angelstep, Blessing of the Green Faith (1), Call Animal, Major Cure, Fire Gecko, Blessing of the Green Faith (2), Soothing Word, Blessing of the Elements, Stone Axe +1
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Stick With Me x2 +1d6 to recovery check
AAUGHWHY's PACS Grenek |
Starting Location: Dungeons
Hand: Quarterstaff (Core), Blessing of Gorum, Shock Glaive, Bearskin Armor (Core), Vale Temros,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 1
"NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use)Other: Goblin Markers: "
Display Bearskin Armor
"
Hand: Quarterstaff (Core), Blessing of Gorum, Shock Glaive, Vale Temros,
Displayed: Bearskin Armor (Core),
Deck: 14 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Quarterstaff, Vale)Gorum: +2 dice on Combat STR
Other: Goblin Markers:
Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Crowbar, Mastiff, White War Paint, Thundering Earthbreaker, Shock Glaive +1, Blessing of Torag, Blessing of the Gods 2, Crocodile Skin Armor, Blessing of the Gods, Dragonbane Greatsword, Quartermaster, The Brass Dwarf, Cook
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0
Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([X] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card
Enora-EmpTyger |
Hero Point: Skill Feat: CHA+4
Upgrading into Ally 4 Ice Chemist
Starting at Library
(From the notes of Enora, party arcanist.)
My eloquence before the mobs bringing me enough recognizance that the white magic apprentice Clifton was joined by his gnomish master Viviana, both eager to collaborate with me on further research, which opportunity immediately presented itself, finding ourselves in the Lupescinov Library.
Hand: Ice Chemist (reveal to add 1d4 to local Cold), Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Acid Splash, Restorative Touch (banish to recovery to heal 1d4+1 and remove 2 scourges/Curses from a local character), Blessing of Qi Zhong (discard to bless; recharge if top blessing acquires with WIS), Holy Javelin,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: No preference for if/where Enora gets moved.
Ask before using: Blessing of Qi Zhong
Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for villain/henchman/closing; Binder's Tome; Restorative Touch; Ice Chemist
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1
Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.
Hero points: 2
Quinn {OA2}-Matsu Kurisu |
Quinn - Start
- 6-4D: The Tiger's Den
Card Upgrade
= Blackjack's Rapier (AD4) in, Keen Rapier out
Loot swaps
Achaekek's Claws in, Prayer out
Lady of Valor in, The Locksmith out
Starting location
- #2: Laboratory
Initial Hand
"
Hand: Blackjack's Rapier, Quilted Cloth Armor, Bloodroot Poison, Zellara's Harrow Deck, Gem of Mental Acuity,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Base
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury Boon to add +1d8+3 vs barrier. *3
Movement: Base then Explore
Middle of Deck (Unknown Order): lt Achaekek's Claws, Ambrosia, Naval Hero, The Midwife, Leech, Keen Starknife, Shock Kukri, Jasan Adriel, Liquid Courage, Twitch Tonic, Elixir of Love, Fox
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE
BR Akaitora |
During This Adventure: 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.
During This Scenario: Scenario Harrow Suit: Crowns
STORY BANES
Dangers: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
Villain: Bahor
Henchman (Closing): Vimanda, Rakshasas (Proxy A)
CotCT Story Bane 4
Traits: Gargoyle
To Defeat: Combat 23
Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT Story Bane 3
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 20
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 17 THEN Combat 13 OR Charisma Diplomacy 8
Resistant to Attack. Vulnerable to Piercing. After the roll, if the check was not blessed, reroll 1 die with the highest value.
SETUP
After building the locations, shuffle a non-closing henchman Ashwing Gargoyle (Proxy B) into each.
DURING THIS SCENARIO
Once each turn, you may bury a card to explore.
When you close your location, after characters move, a random character summons and encounters the danger.
Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER
Danger:
Story Bane
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Scenario Level (#): 4
Turn: 1, Quinn/MatsuKurisu
Monsters
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Core
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:
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 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Core
Barrier 2
Traits:
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.
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
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Weapons
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
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
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. 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 10 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.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core
Spell 3
Traits:
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.
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Armors
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 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:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 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:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 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.
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 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Blessings
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
CotCT
Blessing 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.
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 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hour Power: No effect.
Current Hour:
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hours Remaining: 29
Hourglass
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The 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 Eternal Rose
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
The 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.
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 Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
The 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 Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
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.
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.
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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 ?: 6
Located/Displayed Here: None
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...?
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 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 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 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.
Location #1: 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: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Grenek/AAUGHWHY, None
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
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 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
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.
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.
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 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Location #2: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Quinn/MatsuKurisu, None
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 17
THEN Combat 13
OR Charisma
Diplomacy 8
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
CotCT
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.
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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.
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
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Enora/EmpTyger, None
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
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
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
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Item 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.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Location #5: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/Bigguyinblack, None
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 20
Resistant to Attack.
Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
CotCT
Barrier 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 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Location #6: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
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
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Core
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 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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Core
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.
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.
Quinn {OA2}-Matsu Kurisu |
Out of Turn updates: Correct initial hand. Was one card short. Draw Twitch Tonic
Turn order: Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger,
Blessing = #1 Quinn/MatsuKurisu:Orison
When this is the hour: No effect.
Start of Turn
At: #2: Laboratory
Give: No
Move: No
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Display Quilted Cloth Armor
Free explore = 1: Stinging Wasps, Barrier 3: Disable 9
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Disable 1d10+2+1, Quinn power +1d4, Quinn.Barrier, Bury(Zellara's Harrow Deck) +1d8+2+2
Disable 9: 1d10 + 2 + 1 + 1d4 + 1d8 + 2 + 2 ⇒ (5) + 2 + 1 + (1) + (2) + 2 + 2 = 15 - Banished
Discard Twitch Tonic explore = 2: Tayce Soldado, Ally 2: Diplomacy 9
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.
Diplomacy 1d6+2, Quinn power +1d4, Recharge Gem of Mental Acuity to change d6 to d10
Diplomacy 9: 1d10 + 2 + 1d4 ⇒ (2) + 2 + (2) = 6 - banished
End of Turn
Quinn Eot Examine = (Laboratory 3: Vimanda, Story Bane 3 )
Recovery
Reset
Draw up Elixir of Focus, Elixir of Love, Keen Starknife, Naval Hero
Summary
Location = #2: Laboratory
Acquired =
Banished = 1: Stinging Wasps, 2: Tayce Soldado
Examined = 3: Vimanda
Location =
Acquired =
Examined =
From Box =
Displayed =
Give =
Used =
Other =
"
Hand: Blackjack's Rapier, Bloodroot Poison, Elixir of Focus, Elixir of Love, Keen Starknife, Naval Hero,
Displayed: Quilted Cloth Armor,
Deck: 10 Discard: 1 Buried: 1
Current Location: Base
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury Boon to add +1d8+3 vs barrier. *3
Movement: Base then Explore
Middle of Deck (Unknown Order): lt Lady of Valor, Liquid Courage, Leech, lt Achaekek's Claws, Ambrosia, Shock Kukri, The Midwife, Jasan Adriel, Fox
Recharged: Gem of Mental Acuity,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
Ukuja |
The Father of Creation: When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Leryn examines Repository card 1: Bahor. No trigger.
Ukuja heads to the Base in hopes of better weapons.
Draw 1. Pathfinder Chronicler, 2. Pathfinder Bodyguard, 3. Jayna Lemore, 4. Moise. Display Pathfinder Chronicler and draw a card: Blessing of the Elements.
Discard Raven to explore. Draw 2. Pathfinder Bodyguard, 3. Jayna Lemore, 4. Moise, 5. Boors. Display Boors and draw a card: Stone Axe +1. Bury Boors to draw random weapon #1 and random weapon #2. Keep weapon #2 Vindicator.
Ukuja rides a Hatchetbird to Blood Pool.
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.
combat 13 revealing Stone Axe +1 for survival, aided by Hatchetbird: 1d10 + 2d6 + 8 ⇒ (8) + (2, 6) + 8 = 24
Pygmy Ankylosaur prevents the 1 AYA dmg. Discard Elk to explore.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
divine 12 discarding Blessing of Milani, aided by Elk: 3d10 + 1d6 + 5 ⇒ (8, 8, 9) + (3) + 5 = 33
Discard Dwarf Caiman to explore.
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
survival 4+4: 1d10 + 7 ⇒ (8) + 7 = 15
Discard Druid of the Green Faith to draw Hatchetbird and explore.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
dexterity 6 BYA: 1d10 ⇒ 8
combat 16 revealing Stone Axe +1 for survival, discarding Blessing of the Elements to bless: 2d10 + 1d6 + 8 ⇒ (5, 9) + (4) + 8 = 26
Bury Vindicator and Hatchet to close then heal 1. Move to Repository.
random character summons and encounters the danger: 1d4 ⇒ 2 Ukuja. Discard Hatchetbird to evade it.
end of turn recharge from discard 1. Raven, 2. Hatchetbird, 3. Dwarf Caiman: 1d3 ⇒ 3
Hand: Stone Axe +1, Cure, Wintervine, Lyrune-quah Truthspeaker, Elk, Gozreh's Growth, Call Animal, Wendifisa Spear, Blessing of the Green Faith (1),
Displayed: Leryn (Hunter Class Deck), Pygmy Ankylosaur, Pathfinder Chronicler,
Deck: 7 Discard: 4 Buried: 2
"Current Location: Repository
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll:Pathfinder Chronicler: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Wintervine: Send to recovery: Add 1 die to a local Perception or Survival check.
Gozreh's Growth: On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Movement: Move me to Dungeons if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Green Faith (2), Blessing of the Elements, Fire Gecko, Soothing Word, Major Cure, Angelstep
Recharged: Dwarf Caiman,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Stick With Me x2 +1d6 to recovery check
Acquired 1. Pathfinder Chronicler and 5. Boors from Base.
Blood Pool cards 2 and 3 acquired. Blood Pool closed.
Random weapon #2 Vindicator acquired.
Repository card 1 examined: Bahor.
AAUGHWHY's PACS Grenek |
Hour is Erastil's Eye: If you are at a Wild location, you may discard a card to explore.
Explore Dungeons Card 1: Cave Bear. For the BA and combat, reveal Shock Glaive for Melee+1d10+1d4
BA Combat 16: 2d10 + 1d4 + 5 ⇒ (10, 6) + (2) + 5 = 23 For the actual combat, discard Quarterstaff to bite and add 1d6
Combat 21: 2d10 + 1d6 + 1d4 + 5 ⇒ (5, 6) + (2) + (2) + 5 = 20 Discard Shock Glaive to reroll
Combat 21: 2d10 + 1d6 + 1d4 + 5 ⇒ (9, 6) + (2) + (4) + 5 = 26
Stopping there since both my weapons are gone
"
Hand: Mastiff, Blessing of Gorum, Crowbar, Dragonbane Greatsword, Vale Temros,
Displayed: Bearskin Armor (Core),
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Crowbar, Mastiff, Vale)Gorum: +2 dice on Combat STR
Other: Goblin Markers:
Middle of Deck (Unknown Order): Thundering Earthbreaker, Crocodile Skin Armor, Shock Glaive +1, Blessing of the Gods, Quartermaster, White War Paint, Blessing of Torag, The Brass Dwarf, Blessing of the Gods 2, Cook, Staff of Minor Healing (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0
Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([X] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card
Enora-EmpTyger |
Blessing 3: Locksmith o’clock: On your check, you may recharge a card to replace all d4s with d8s.
Moving to Laboratory
Exploring Laboratory 3: Vimanda
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 17
THEN Combat 13
OR Charisma
Diplomacy 8
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
Banishing Holy Javelin to recovery, revealing Binder’s Tome, discarding Blessing of Qi Zhong, resistant
Combat 17+4=21: 2d10 + 5 + 2d12 + 1d4 ⇒ (6, 3) + 5 + (10, 1) + (3) = 28
Revealing Binder’s Tome
Diplomacy 8: 1d10 + 5 + 1d4 ⇒ (7) + 5 + (4) = 16
Rerolling d10
Diplomacy 8: 9 + 1d10 ⇒ 9 + (7) = 16
Vimanda is banished
Closing Laboratory: Ukuja recharges Gozreh’s Growth
INT 5+4=9: 1d10 + 1 + 1d12 ⇒ (5) + 1 + (9) = 15
Laboratory is closed. Summoning Random Spell 1: Lightning Bolt, Random Spell 2: Chain Lightning, Random Spell 3: Full Pouch. Banishing Lightning Bolt and Full Pouch. Encountering Chain Lightning
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.
Recharging Magic Restorative Touch
Arcane 11: 1d10 + 2 + 1d8 ⇒ (9) + 2 + (6) = 17
Chain Lightning is acquired.
Moving to Base. Quinn must move
Exploring Base 2: Pathfinder Bodyguard, Base 3: Jayna Lemore, Base 4: Moise, Base 6: Ketrik. Keeping 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.
• [X] 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.
Healing Blessing of Qi Zhong
Random character (1=Enora, 2=Quinn, 3=Ukuja, 4=Grenek): 1d4 ⇒ 1
Summoning Danger: Red Mantis Assassin
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Enora cannot make a WIS/Perception 4+4=8 check
Difficulty increase: 1d6 ⇒ 3
Discarding Chain Lightning as an Arcane Attack Cold Magic spell, revealing Binder’s Tome, revealing Ice Chemist, using Locksmith by recharging Acid Splash, resistant
Combat 10+8+3+4=25: 1d10 + 4 + 2d6 + 3 + 1d8 + 1d8 ⇒ (5) + 4 + (5, 4) + 3 + (2) + (4) = 27
Chain Lightning is recharged. Red Mantis Assassin is banished
Displaying Jayna Lemore
Ending turn. Recovery: Revealing Binder’s Tome
Divine 10: 1d10 + 5 + 1d4 ⇒ (9) + 5 + (1) = 15
Holy Javelin is recharged. Resetting hand
(From the notes of Enora, party arcanist.)
The rakshasa located by Quinn, breaking off her own counterattack to my magic-resistance piercing holy javelin spell, expressing admiration for my technique, which I in turn expressed, having surveilled her labwork, in particular the cascading growth instilled in a lightning spell, came to an accord with our party, introducing herself as Vimanda. Our attempt at a mutually peaceful resolution proved unsuccessful; for upon returning to Jayna Lemore to enter into preliminary negotiations, a red-cloaked foe accosted, accusing Vimanda of wavering loyalty, who he stabbed. The timely intervention of the chemist Viviana’s icy projectiles dispatched the assassin before his blade could harm myself or Jayna, but by which time the rakshasa had passed beyond the capabilities of my healing spells.
Hand: Ice Chemist (reveal to add 1d4 to local Cold), Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Apprentice, Sphere of Fire, Blessing of Qi Zhong (discard to bless; recharge if top blessing acquires with WIS), Byzantine Lexicon (recharge to bless local non-combat WIS),
Displayed: Jayna Lemore,
Deck: 15 Discard: 0 Buried: 0
Notes: No preference for if/where Enora gets moved.
Ask before using: Blessing of Qi Zhong
Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for villain/henchman/closing; Binder's Tome; Byzantine Lexicon; Ice Chemist; Jayna Lemore
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1
Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.
Hero points: 2
Summary:
Laboratory is closed.
Random Spell 2 (Chain Lightning) is acquired.
Base 3 (Jayna Lemore) is acquired.
Ukuja recharged Gozreh’s Growth.
Quinn must move.
Enora is at Base.
BR Akaitora |
During This Adventure: 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.
During This Scenario: Scenario Harrow Suit: Crowns
STORY BANES
Dangers: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
Villain: Bahor
Henchman (Closing): Vimanda, Rakshasas (Proxy A)
CotCT Story Bane 4
Traits: Gargoyle
To Defeat: Combat 23
Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT Story Bane 3
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 20
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 17 THEN Combat 13 OR Charisma Diplomacy 8
Resistant to Attack. Vulnerable to Piercing. After the roll, if the check was not blessed, reroll 1 die with the highest value.
SETUP
After building the locations, shuffle a non-closing henchman Ashwing Gargoyle (Proxy B) into each.
DURING THIS SCENARIO
Once each turn, you may bury a card to explore.
When you close your location, after characters move, a random character summons and encounters the danger.
Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER
Danger:
Story Bane
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Scenario Level (#): 4
Turn: 5, Quinn/MatsuKurisu
Monsters
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 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
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Barriers
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
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
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 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.
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:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
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.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. 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 10 check to recharge it instead.
Armors
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 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.
Items
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 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 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Allies
CotCT
Ally 3
Traits:
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 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
Hour Power: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
Current Hour:
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.
Hours Remaining: 25
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 Eternal Rose
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
The 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.
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 Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
The 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 Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
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.
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.
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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 ?: 3
Located/Displayed Here: Quinn/MatsuKurisu, Enora/EmpTyger, None
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 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.
Location #1: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Grenek/AAUGHWHY, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
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 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
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.
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.
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 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
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
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
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
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Item 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.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Location #5: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/Bigguyinblack, None
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 20
Resistant to Attack.
Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
CotCT
Barrier 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 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Quinn {OA2}-Matsu Kurisu |
Out of Turn updates: Moved to Base when Laboratory closed by Enora
Turn order: Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger,
Blessing = #1 Quinn/MatsuKurisu:Grandmother Nightmare
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
Start of Turn
At: #0: Base
Give: No
Move: #3: Manor
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
Free explore = 1: Hellknight of the Nail, Ally 3: Diplomacy 11
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.
Diplomacy 1d6+2, Quinn power +1d4, Recovery Elixir of Love +2d10
Diplomacy 11: 1d6 + 2 + 1d4 + 2d10 ⇒ (3) + 2 + (1) + (7, 9) = 22 - Acquired
Discard ac Hellknight of the Nail, explore reduce damage by 2 =
2: Wailing Maidens, Barrier 3: Disable 13
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Constitution 1d6, Recovery Elixir of Focus +1d10+2
Constitution 8: 1d6 + 1d10 + 2 ⇒ (5) + (7) + 2 = 14 - Success
Disable 1d10+2+1, Quinn power +1d4, Quinn vs Barrier (Bury Keen Starknife) +1d8+2+2
Disable 13: 1d10 + 2 + 1 + 1d4 + 1d8 + 2 + 2 ⇒ (5) + 2 + 1 + (1) + (1) + 2 + 2 = 14 - banished
End of Turn
Quinn Eot Examine = (Manor Card 3: Fireball Beads, Item 4 )
Recovery
Auto recharge Elixir of Focus
Auto recharge Elixir of Love
Reset
Draw up lt Achaekek's Claws, Shock Kukri, Jasan Adriel
Summary
Location = #3: Manor
Acquired = 1: Hellknight of the Nail
Banished = 2: Wailing Maidens
Examined = 3: Fireball Beads
Location =
Acquired =
Examined =
From Box =
Displayed =
Give =
Used =
Other =
"
Hand: Blackjack's Rapier, Bloodroot Poison, Naval Hero, lt Achaekek's Claws, Shock Kukri, Jasan Adriel,
Displayed: Quilted Cloth Armor,
Deck: 9 Discard: 2 Buried: 2
Current Location: Base
Hero Points: 1
NOTES:
Available Support: Distant: Claws available
Local: Bury Boon to add +1d8+3 vs barrier. *2
Movement: Base on Close
Middle of Deck (Unknown Order): lt Lady of Valor, Fox, Ambrosia, Leech, Liquid Courage, The Midwife
Recharged: Gem of Mental Acuity, Elixir of Focus, Elixir of Love,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
Ukuja |
The Marriage: When this is the hour: At the start of your turn, summon and encounter an ally.
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.
Annulled. Cast Call Animal for Fire Gecko.
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 20
Resistant to Attack.
Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
electricity dmg: 1d4 ⇒ 1 Pygmy Ankylosaur negates it.
Quinn recharges Achaekek's Claws
combat 20 revealing Wendifisa Spear (Piercing) for survival, blessed by Achaekek's Claws, revealing Fire Gecko: 2d10 + 1d12 + 1d4 + 12 ⇒ (8, 10) + (10) + (1) + 12 = 41
AAUGHWHY's PACS Grenek |
Guard Check for Dungeons
Which Danger?: 1d3 ⇒ 2
One of Bahor's Rakshasa guards tries to get the jump on Grenek in the Dungeons. Perfect! It's about time for his snack!.
BA DEX 6: 1d6 ⇒ 1
Electricity Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Crowbar as damage
Grenek latches on and the outsider begins releasing sparks! Microwaved food is so convenient! For the combat, reveal Dragonbane Greatsword for Melee+1d12+2. Recharge Mastiff for +1d6 and Piercing. Vulnerability adds 4
Combat 18: 1d10 + 1d12 + 1d6 + 11 ⇒ (10) + (1) + (2) + 11 = 24 Ouch. That's gonna make the reroll painful...
Combat 18: 1d10 + 14 ⇒ (4) + 14 = 18 Oh good!
Tasty!
Dungeons are guarded
Quinn {OA2}-Matsu Kurisu |
Guard #3: Manor
Location #3: Manor
When Closing: Succeed at a Diplomacy 9(5+4) check.
Diplomacy 1d6+2+1d4, recharge Naval Hero +1d6
Diplomacy 9: 1d6 + 2 + 1d4 + 1d6 ⇒ (3) + 2 + (3) + (2) = 10 - #3:Manor Guarded
Recharge lt Achaekek's Claws for Ukuja
"
Hand: Blackjack's Rapier, Shock Kukri, Bloodroot Poison, Jasan Adriel,
Displayed: Quilted Cloth Armor,
Deck: 11 Discard: 2 Buried: 2
Current Location: Base
Hero Points: 1
NOTES:
Available Support: Distant: Claws available
Local: Bury Boon to add +1d8+3 vs barrier. *2
Movement: Base on Close
Middle of Deck (Unknown Order): lt Lady of Valor, Leech, The Midwife, Ambrosia, Liquid Courage, Fox
Recharged: Gem of Mental Acuity, Elixir of Focus, Elixir of Love, Naval Hero, lt Achaekek's Claws,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
Ukuja |
Recharge boons on Repository close: 1d4 ⇒ 2 Stone Axe +1 and Elk.
Ukuja moves to Dungeons.
random character faces a danger: 1d4 ⇒ 3 Grenek/AAUGHWHY
recharged from discard 1. Raven, 2. Hatchetbird: 1d2 ⇒ 1
Ukuja ends their turn.
Ukuja attempts to recover all cards in their Recovery pile.
Call Animal: Divine 6: 1d10 + 5 ⇒ (1) + 5 = 6 -> Call Animal recharged .
Ukuja resets their hand.
Hand: Wendifisa Spear, Cure, Wintervine, Lyrune-quah Truthspeaker, Fire Gecko, Blessing of the Green Faith (1), Dwarf Caiman, Angelstep, Blessing of the Elements, Soothing Word,
Displayed: Leryn (Hunter Class Deck), Pygmy Ankylosaur, Pathfinder Chronicler,
Deck: 7 Discard: 3 Buried: 2
"Current Location: Dungeons
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll:Pathfinder Chronicler: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Wintervine: Send to recovery: Add 1 die to a local Perception or Survival check.
Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Movement: Move me to Dungeons if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Green Faith (2), Major Cure, Gozreh's Growth
Recharged: Stone Axe +1, Elk, Raven, Call Animal,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Stick With Me x2 +1d6 to recovery check
Repository is closed. Villain moved to Library.
Grenek/AAUGHWHY must summon and encounter the danger.
BR Akaitora |
Grenek still has to encounter the danger again.
During This Adventure: 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.
During This Scenario: Scenario Harrow Suit: Crowns
STORY BANES
Dangers: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
Villain: Bahor
Henchman (Closing): Vimanda, Rakshasas (Proxy A)
CotCT Story Bane 4
Traits: Gargoyle
To Defeat: Combat 23
Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT Story Bane 3
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 20
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 17 THEN Combat 13 OR Charisma Diplomacy 8
Resistant to Attack. Vulnerable to Piercing. After the roll, if the check was not blessed, reroll 1 die with the highest value.
SETUP
After building the locations, shuffle a non-closing henchman Ashwing Gargoyle (Proxy B) into each.
DURING THIS SCENARIO
Once each turn, you may bury a card to explore.
When you close your location, after characters move, a random character summons and encounters the danger.
Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER
Danger:
Story Bane
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Scenario Level (#): 4
Turn: 7, Grenek/AAUGHWHY
Monsters
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 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.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Barriers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Barrier 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
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.
Weapons
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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.
Spells
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.
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
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 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:
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 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Items
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Allies
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.
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:
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 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Blessings
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 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: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hour Power: When you encounter a monster, you may evade it.
Current Hour:
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.
Hours Remaining: 23
Hourglass
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
The 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.
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 Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
The 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 Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
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.
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.
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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 ?: 3
Located/Displayed Here: Enora/EmpTyger, None
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 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.
Location #1: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Ukuja/Bigguyinblack, Grenek/AAUGHWHY, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
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 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
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.
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.
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 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Quinn/MatsuKurisu, None
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: None
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 20
Resistant to Attack.
Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
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.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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.
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
AAUGHWHY's PACS Grenek |
Ukuja's turn, summon and encounter the danger
Which Danger?: 1d3 ⇒ 2
That Rakshasa doesn't seem very happy that Grenek is trying to take additional chomps out of them...
BA DEX 6: 1d6 ⇒ 2
Electricity Damage: 1d4 - 1 ⇒ (1) - 1 = 0
For the combat, reveal Dragonbane Greatsword for Melee+1d12+2. Recharge Vale Temros for +1d6 and Piercing. Vulnerability adds 4
Combat 18: 1d10 + 1d12 + 1d6 + 11 ⇒ (6) + (7) + (6) + 11 = 30 Rolled well enough that i succeed even if the d12 rerolls to a 1
Grenek can feel the indigestion coming on...
My actual turn starts. Hour is the Eternal Rose: When you encounter a monster, you may evade it.
Grenek can swear he can see one of the statues in the dungeons moving. He looks closer and it jumps at him: an Card 1: Ashwing Gargoyle! For the combat, reveal Dragonbane Greatsword for Melee+1d12+2. Discard Blessing of Gorum to add 2 dice.
Combat 25: 3d10 + 1d12 + 7 ⇒ (3, 6, 8) + (5) + 7 = 29
Grenek is way too full for another snack right now, but he chops up the gargoyle for safe keeping, just in case.
"
Hand: Crocodile Skin Armor, White War Paint, Quartermaster, Dragonbane Greatsword, Cook,
Displayed: Bearskin Armor (Core),
Deck: 9 Discard: 4 Buried: 0
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use White War Paint, Crocodile Skin Armor, Quartermaster, Cook)Gorum: +2 dice on Combat STR
Other: Goblin Markers:
Middle of Deck (Unknown Order): Blessing of the Gods 2, Blessing of Torag, Blessing of the Gods, Staff of Minor Healing (Core), Thundering Earthbreaker, The Brass Dwarf, Shock Glaive +1
Recharged: Mastiff, Vale Temros,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0
Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([X] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card
Enora-EmpTyger |
Blessing 1: Sarenrae's Light o'clock: Sarenrae's Light: When you heal, you may heal an additional card.
Moving to Manor
Exploring Manor 1: Fireball Beads
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Recharging Magic Sphere of Fire
Arcane 9: 1d10 + 2 + 1d8 ⇒ (1) + 2 + (4) = 7
Fireball Beads are banished
Discarding Apprentice to explore Manor 2: Assassination Squad
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.
Quinn takes 1 Fire damage and summons Red Mantis Assassin
Discarding Ice Chemist for 1 Fire damage
Summoning Red Mantis Assassin
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Burying Binder's Tome to evade. Red Mantis Assassin is banished. Assassination Squad is banished
Recharging Blessing of Qi Zhong with WIS hour to heal Apprentice and explore Manor 3: Dimension Jump
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Sarenrae's Light: Ice Chemist is healed
Recharging Magic Byzantine Lexicon
Arcane 8: 1d10 + 2 + 1d8 ⇒ (6) + 2 + (3) = 11
Dimension Jump is acquired
Ending turn. Resetting hand
(At the start of Quinn's turn)
Banishing Locate Object to recovery to examine and encounter Manor 4: Twisted Space
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Recharging Magic Dimension Jump
Arcane 8: 1d10 + 2 + 1d8 ⇒ (5) + 2 + (8) = 15
Twisted Space is acquired
Recovery:
Divine 8: 1d10 + 5 ⇒ (3) + 5 = 8
Locate Object is recharged
(From the notes of Enora, party arcanist.)
The powerful beads located by Quinn recognizable as the incendiary devices thrown by the assassins, of who I had no time to shout a warning to Clifton, his eager hand triggering the magical bauble, engulfing us in flames and another red-cloaked attacker, who struck at Quinn before I magically held him paralyzed. After a minor cure invoking the rituals of Sarenrae and Qi Zhong, I attempted to determined the means by which these attackers persistently apparated to our positions, detecting some teleportive and transdimensional spell effects overlaying the manor.
Hand: Dimension Jump, Fire Snake,
Displayed: Jayna Lemore (bury after combat roll for +1d6 and Magic/bury to ignore local before or after acting),Wand of Flying,Locate Object, Sphere of Fire, Marionette, Twisted Space (banish to recovery to allow anyone to evade a monster; someone local may optionally encounter instead),
Deck: 1917Discard: 0 Buried: 1
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking: Twisted Space; Jayna Lemore
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1
Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.
Hero points: 2
Summary:
Manor 1, 2 are banished
Manor 3, 4 are acquired
Quinn takes 1 Fire damage and summons a Red Mantis Assassin. (Enora still has Binder's Tome available for this encounter.)
Enora is at Manor.
Quinn {OA2}-Matsu Kurisu |
Out of Turn updates:
Take 1 fire damage (Shock Kukri)
Encounter Red Mantis Assassin: Story Bane 3, Veteran: Combat 18(10+4+4)
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Perception 1d8+2+2+1d4
BYA Perception 8(4+4): 1d8 + 2 + 2 + 1d4 ⇒ (1) + 2 + 2 + (1) = 6 - Failed. DC increase: 1d6 ⇒ 1
Reload Jasan Adriel to use knowledge +AD4
Reveal Blackjack's Rapier 1d10+2+2+4+1d6+2 (4s are 6s), Reload Bloodroot Poison +1d8,
Combat 19(18+1): 1d10 + 2 + 2 + 4 + 1d6 + 2 + 1d8 ⇒ (7) + 2 + 2 + 4 + (4) + 2 + (3) = 24 - +2 = 26: defeated
Turn order: Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger,
Blessing = #2 Quinn/MatsuKurisu: The Fiend
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
Start of Turn
At: #3: Manor
Give: No
Move: No
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
Free explore = 4: Twisted Space, Spell 2: Intelligence 8
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Intelligence 8: 1d10 + 2 ⇒ (4) + 2 = 6 - Banished
Turn wrong. Correcting in next post
Quinn {OA2}-Matsu Kurisu |
Free explore = 5: Henchman Proxy A2
Rakshasa, Story Bane 3, Vulnerable to Piercing.: Combat 16
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
BYA Dex 6: 1d6 ⇒ 4 Failed. Take Electricity damage: 1d4 - 1 ⇒ (2) - 1 = 1
Bury Quilted Cloth Armor to reduce to 0
Reveal then Reload Blackjack's Rapier to use knowledge +AD4
Blackjack's Rapier (Piercing) 1d10+2+2+4+1d6+2 (4s are 6s), Vulnerable to Piercing +4
Combat 16: 1d10 + 2 + 2 + 4 + 1d6 + 2 + 4 ⇒ (10) + 2 + 2 + 4 + (5) + 2 + 4 = 29
Not blessed, reroll highest die
Combat 16: 1d10 + 2 + 2 + 4 + 5 + 2 + 4 ⇒ (1) + 2 + 2 + 4 + 5 + 2 + 4 = 20 - Banished
Location #3: Manor
When Closing: Succeed at a Diplomacy 9(5+4).
Diplomacy 1d6+2+1d4, Ukuja recharges Blessing of the Green Faith (1) +1d6
Diplomacy 9: 1d6 + 2 + 1d4 + 1d6 ⇒ (5) + 2 + (3) + (2) = 12 - CLOSED
When Permanently Closed: Search your deck for a card and draw it.
(Keen Starknife)
On Manor closing, Quinn & Enora move to #4: Library
End of Turn
Quinn Eot Examine = (Library Card 1: Ambush, Trigger)
Encounter Library Card 1: Ambush, Barrier 1: Perception 12(8+4)
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Perception 1d8+2+2, Examined +1d4
Perception 12: 1d8 + 2 + 2 + 1d4 ⇒ (4) + 2 + 2 + (4) = 12 - Banished
Recovery
Reset
Draw up Fox, Bloodroot Poison, Ambrosia, The Midwife, Jasan Adriel
Summary
Location = #3: Manor - CLOSED
Acquired =
Banished = 5: Henchman Proxy A2
Examined =
Location = #4: Library
Acquired =
Banished = 1: Ambush
Examined =
From Box =
Displayed =
Give =
Used = Ukuja recharges Blessing of the Green Faith (1)
Other = Quinn & Enora move to #4: Library
"
Hand: Keen Starknife, Fox, Bloodroot Poison, Ambrosia, The Midwife, Jasan Adriel,
Displayed:
Deck: 9 Discard: 3 Buried: 3
Current Location: Base
Hero Points: 1
NOTES:
Available Support: Distant: The Midwife: Swap a non story bane. Available
Local: Bury Boon to add +1d8+3 vs barrier. *2
Movement: Base on Close
Middle of Deck (Unknown Order): Blackjack's Rapier, Leech, Liquid Courage, lt Lady of Valor
Recharged: Gem of Mental Acuity, Elixir of Focus, Elixir of Love, Naval Hero, lt Achaekek's Claws,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
Ukuja |
Incitation: When this is the hour: No effect.
Leryn examines Dungeons card 2: Xenarth. No trigger.
Ukuja will move to Base.
Draw all 3 supporters, Keep and display Ketrik. Recharge: Soothing Word, Draw: Gozreh's Growth. Use scenario reward to move to Dungeon. Bury Ketrik to draw Random armors #1-3 and keep #1 Magic Mithral Chain Mail.
Discard Dwarf Caiman to explore.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Ukuja and Grenek take 2 acid dmg. Ukuja will prevent 1 to himself with Pygmy Ankylosaur and discard Magic Mithral Chain Mail to the other.
combat 24 +2 reveling Wendifisa Spear for survival, revealing Fire Gecko, Send Wintervine to recovery: 2d10 + 1d12 + 1d4 + 8 ⇒ (10, 5) + (10) + (3) + 8 = 36
Discard Lyrune-quah Truthspeaker to explore.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
survival 9: 1d10 + 7 ⇒ (1) + 7 = 8
Discard Gozreh's Growth to explore.
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
Grenek and Ukuja must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
dexterity 6: 1d10 ⇒ 7
combat 16 +2 revealing Wendifisa Spear (Piercing) for survival, revealing Fire Gecko, recharging Blessing of the Elements to bless: 2d10 + 1d12 + 1d4 + 12 ⇒ (9, 9) + (1) + (2) + 12 = 33
random danger to close: 1d3 ⇒ 2 Rakshasa
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
Grenek and Ukuja must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
dexterity 6: 1d10 ⇒ 5
electricity dmg: 1d4 - 1 ⇒ (3) - 1 = 2 Prevent 1 with Pygmy Ankylosaur, discard Fire Gecko to the other.
combat 16 +2 revealing Wendifisa Spear for survival, discarding Wendifisa Spear: 1d10 + 2d12 + 8 ⇒ (4) + (2, 10) + 8 = 24
Rakshasa rerolls the 10: 1d10 ⇒ 8
22 succeeds. Ukuja and Grenek may draw a card. Ukuja draws: Blessing of the Green Faith (2). Ukuja moves to Library. Grenek moves to Base as default.
random character faces the danger: 1d4 ⇒ 2 Ukuja. No animal to discard.
random danger: 1d3 ⇒ 2
CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
Everyone but Grenek must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
dexterity 6: 1d10 ⇒ 4
electricity dmg: 1d4 - 1 ⇒ (1) - 1 = 0
Pausing for discussion.
Enora-EmpTyger |
(During Quinn’s turn)
Quinn’s Rakshasa:
DEX 6: 1d6 ⇒ 1
Electricity damage: 1d4 - 1 ⇒ (3) - 1 = 2
Discarding Marionette, Sphere of Fire for 2 Electricity damage
Banishing Dimension Jump for Enora to evade summoned danger
Marionette is recharged
Recovery:
Arcane 10: 1d10 + 2 ⇒ (1) + 2 = 3
Dimension Jump is discarded
(During Ukuja’s turn)
Banishing Twisted Space to recovery to let Ukuja evade danger
Sphere of Fire is recharged
Recovery:
Arcane 10: 1d10 + 2 ⇒ (9) + 2 = 11
Twisted Space is recharged
(From the notes of Enora, party arcanist.)
Once the transdimensional effects were discovered, I engaged them to allow our party to outmaneuver our assailants.
Hand: Fire Snake,
Displayed: Jayna Lemore (bury after combat roll for +1d6 and Magic/bury to ignore local before or after acting),
Deck: 21 Discard: 1 Buried: 1
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking: Jayna Lemore
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1
Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.
Hero points: 2
Ukuja |
Edit: Enora casts Twisted Space so Ukuja evades the final Rakshasa. No BYA occurs.
Cure targeting Ukuja: 1d4 + 1 ⇒ (2) + 1 = 3
recharge from discard at end of turn 1. Hatchetbird, 2. Dwarf Caiman: 1d2 ⇒ 1
Ukuja ends their turn.
Ukuja attempts to recover all cards in their Recovery pile.
Wintervine: Survival 5: 1d10 + 7 ⇒ (6) + 7 = 13 -> Wintervine recharged .
Cure: Divine 8: 1d10 + 5 ⇒ (1) + 5 = 6 -> Cure discarded.
Ukuja resets their hand.
Hand: Blessing of the Green Faith (2), Stone Axe +1, Elk, Druid of the Green Faith, Blessing of the Green Faith (1), Call Animal, Soothing Word, Angelstep, Wendifisa Spear,
Displayed: Leryn (Hunter Class Deck), Pygmy Ankylosaur, Pathfinder Chronicler,
Deck: 6 Discard: 6 Buried: 2
"Current Location: Library
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll:Pathfinder Chronicler: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Movement: Move me to Dungeons if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Raven, Fire Gecko, Major Cure, Blessing of the Elements
Recharged: Hatchetbird, Wintervine,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Stick With Me x2 +1d6 to recovery check
Dungeons closed.
Used random armors 1 - 3, acquired #1 Magic Mithral Chain Mail
Grenek takes 2 acid damage. Grenek must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. Grenek must again succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. Grenek may then draw a card. Grenek is now at Base.
AAUGHWHY's PACS Grenek |
On Ukuja's turn, lots of stuff happens
Take 2 Acid Damage from Xenarth. Recharge Crocodile Skin Armor
First Rakshasa
DEX 6: 1d6 ⇒ 2
Electricity Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Second Rakshasa
DEX 6: 1d6 ⇒ 5
Electricity Damage: 1d4 - 1 ⇒ (4) - 1 = 3 Discard the rest of my hand except for Dragonbane Greatsword
Then i draw a card: Blessing of the Gods
Now my actual turn starts. Hour is The Unicorn: Your check to acquire is blessed
Grenek sighs as his teammates explain there's only one place Bahor could be hiding: his worst nightmare, the Library! He pulls his hood securely over his eyes and backs into the room. Grenek runs into one of the shelves and jostles a book from its place. Before he's able to look away, it opens to a page depicting an inquisitive monkey and his yellow-wearing longshank friend. Grenek yelps and checks in with himself; yup, he's still got his words! Encounter Card 2: Aspect of the Monkey
WIS 7: 2d4 + 6 ⇒ (3, 3) + 6 = 12
Grenek risks looking again, the inquisitive monkey looked happy, like he was having a good time. He focuses so hard on the book that he doesn't even notice Card 3: Bahor sneaking up behind him! Discard Blessing of the Gods to explore again. Everyone needs to make a Acrobatics/DEX 8 or take 1d4 Electricity Damage. I auto-fail
Electricity Damage: 1d4 ⇒ 3 Bury Bearskin Armor to reduce the damage to 0
Grenek doesn't like being shocked; both in terms of surprises and electrocution. That makes him mad! for the combat, reveal and discard Dragonbane Greatsword for Melee+1d12+2+STR Die. Discard Aspect of the Monkey to bite for 1d6 and Piercing. Bury card from discards to rage and add Fort. Take one of Ukuja's Blessings of the Green Faith (he has enough cards to still have one even if he takes full damage) to add 1 die. Vulnerability to Piercing adds 4
Combat 20: 3d10 + 1d12 + 1d10 + 1d6 + 1d8 + 9 ⇒ (1, 6, 3) + (8) + (6) + (1) + (2) + 9 = 36
We win!