
Skizza - Fungus Collector |

Continuing turn.
Note that Incitation was not spent.
Skizza moves onto the check to defeat Hordemaster.
Combat: Skizza reveals Lucky Rifle +2 to use Ranged +1d12+2.
Skizza reveals Sniper Goggles to add 4.
Combat/Ranged 22/27 (Sniper Goggles): 1d10 + 3 + 1d12 + 2 + 4 ⇒ (4) + 3 + (11) + 2 + 4 = 24 -> Pass.
Harrow of Hammers: Skizza discards Verdant Rager from his deck. Nice!
Defeated.
Skizza discards Druid of the Green Faith to draw Snapping Flytrap from his discards, then explore again:
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.
...right, almost forgot my character power. Still not likely to succeed, but worth a shot. Skizza uses Craft for his check to acquire the weapon.
Melee/Craft 14: 1d10 + 5 ⇒ (6) + 5 = 11 -> Fail.
Banished.
Skizza recharges Vine Leshy to randomly draw Verdant Rager from his discard pile.
Skizza discards Verdant Rager to explore again, adding 1d6 to his Combat and Survival checks during this exploration:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##
OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Skizza reveals Sniper Goggles to add 4.
Combat/Ranged 23/28 (Sniper Goggles, Verdant Rager): 1d10 + 3 + 1d12 + 2 + 4 + 1d6 ⇒ (8) + 3 + (5) + 2 + 4 + (6) = 28 -> Pass, and perfectly avoiding Harrow of Hammers.
Defeated.
Closing Henchman defeated: Skizza attempts to close Location #2: Graveyard, summoning and encountering another Zombie Minions. Verdant Rager continues to add +1d6 to combat checks.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Skizza reveals Sniper Goggles to add 4.
Combat/Ranged 9/14 (Sniper Goggles, Verdant Rager): 1d10 + 3 + 1d12 + 2 + 4 + 1d6 ⇒ (1) + 3 + (10) + 2 + 4 + (2) = 22 -> Pass.
Combat #2: Skizza reveals Lucky Rifle +2 to use Ranged +1d12+2.
Skizza reveals Sniper Goggles to add 4.
Combat/Ranged 21/26 (Sniper Goggles, Verdant Rager): 1d10 + 3 + 1d12 + 2 + 4 + 1d6 ⇒ (5) + 3 + (12) + 2 + 4 + (2) = 28 -> Pass.
Defeated.
Location #2: Graveyard closed!
Graveyard: A random undead is shuffled into 1d4 + 2 ⇒ (4) + 2 = 6 the Location #6: Graveyard.
Scenario: Skizza discards the displayed Iomedae's Justice.
Skizza moves to the Base.
4B Reward - Free exploration (Base): Skizza draws the top five cards in the Base and keeps...
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.
Base: Skizza recharges Laboratory Coat.
4A Reward - Skizza displays Pathfinder Bodyguard and moves to the Location #3: Graveyard.
Skizza buries Snapping Flytrap to search and draw Angelstep, Cloud Puff and Verdant Ranger from his deck and discards, then shuffles his deck.
Skizza ends his turn.
Skizza resets his hand, revealing Angelstep, Verdant Rager and Cloud Puff to increase his hand size by 3.
"
Hand: Lucky Rifle +2, Reed Snake Armor, Sniper Goggles, Cloud Puff, Angelstep, Dryad Sandals, Plaguebringer's Mask, Verdant Rager, Blessing of Alkenstar (2), Incitation, Blessing of Alkenstar, Blessing of Nivi Rhombodazzle,
Displayed: Jayna Lemore, Pathfinder Bodyguard,
Deck: 3 Discard: 3 Buried: 2
Hero Points: 1
Supporter Feats: Pathfinder Bodyguard, Ketrik, Boors, Moise
NOTES:
Available Support: Cloud Puff - Recovery to let a local character ignore BA and AA effects of any bane (I recommend it is used for Mandraivus, unless you plan to use the Base to get rid of Drained)
Blessing of Alkenstar - Discard(/Recharge/Reload) to add 1d12 to any check
Incitation - Discard to bless (Discarded Freely when the check invokes Acid, Cold, Electricity, Fire, or Force)
Blessing of Nivi Rhombodazzle - Discard to bless (only use if I have no other Blessings)
Jayna Lemore - Bury to add 1d6 (and the Magic trait) to a combat check post-roll
Pathfinder Bodyguard - Bury to let any character (local or distant) avenge any encounter, and add +1d6 to checks during the avenged encounter
Ready to Avenge
Movement: Move with Lem. If Lem moves to the Base, move with Varian instead.
Other: Note that I can use Cloud Puff to prevent Mandraivus from Draining someone. Additionally, I'm happy to take the second combat check to defeat Zombie MInions; feel free to bot me (Reveal Lucky Rifle and Sniper Goggles for +1d10+1d12+9. On failure use character power to add 1d6 and take the fire damage to armor. On continued failure bury Jayna Lemore to add 1d6. On CONTINUED failure discard Lucky Rifle to add 1d12. It's virtually impossible to fail with so many safety nets).
Middle of Deck (Unknown Order): Laboratory Coat, Blessing of Milani, Vine Leshy
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Item
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Weapon
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([ ] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
[ ] At the start of your turn, you may discard ([ ] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.
4A Reward: After you use the Base's power to recharge cards, you may move or shuffle your deck.
4B Reward: When you close a location and move to the Base, you may immediately explore it once.

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian, Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 9, Varian/eddiephlash
Monsters
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
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.
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
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Barriers
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
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 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Weapons
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
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.
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.
Spells
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
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 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 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Armors
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 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Items
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
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.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
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.
Allies
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
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 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Ally 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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Core
Blessing 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.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 21
Hourglass
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blackfingers
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #3: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/dinketry, Lem/AbrahamZ, Skizza/Yewstance,
Blessing
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.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 23
OR Divine 13
Immune to Mental and Poison.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster cannot be reduced.
After acting, suffer the scourge Drained.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
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.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
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
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/20100, Varian/eddiephlash,
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
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
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
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.
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
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
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #6: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 6 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
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
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
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
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
Story Bane 5
Type: Barrier
Traits:
Skirmish
Undead
To Defeat:
Combat 28
OR Dexterity
Acrobatics
Wisdom 11
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
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.
Location #7: 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: None
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
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.

Core Varian |

Before the end of Skizza's turn, cast Clairvoyance to examine top 3 of Graveyard 4. Garden Guardian, Cursed Statue (TRIGGER). Suffer Dazed, Drained, and Entangled. Dazed prevents me from examining the third card. Put the barrier on top. Clairvoyance is discarded.
Start turn, Hour is Sands of the Hour. Draw 3 cards: Mistform, Pharasma's Knowing, Nightsspear. Recharge Arnie, Nightspear and Foreign trader.
Explore, encountering Cursed Statue. Reload Radovan and reveal Sword.
Percep 10: 1d12 + 6 + 5 + 1d8 - 3 ⇒ (8) + 6 + 5 + (5) - 3 = 21 Auto-defeated
Dazed prevents further explores. End turn, Burying mistform (Divine) to remove Drained. Recovery, recharge Clairvoyance and Deaths' Touch. Reset hand, drawing Radovan and 4 others.
Hand: Shadowless Sword, Sage's Journal, Pharasma's Knowing, Radovan, Nightspear, Chain Lightning, The Hidden Truth, The Lady of Mysteries,
Displayed:
Deck: 11 Discard: 1 Buried: 1
Current Location: Graveyard 4
Hero Points: 2
Shirt reroll: available // Varian has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Entangled:While Marked:
You cannot evade or move.When your location is closed, remove this scourge.
NOTES:
Available Support: Lady of Mysteries recharges to bless vs undead. Nightspear heals 1d4+1 allies and blessings locally. Sage's Journal adds my knowledge (d12 + 6) vs a local bane
Movement: Follow the team to Urban locations, or follow Lem
Other: Urban support! Recharge a card to add d4 + 1 (If Arcane, add its lvl and traits) to local checks at urban locations.
Middle of Deck (Unknown Order): 0
Recharged: Wayfinder, Elemental Skin, Swipe, Ice Storm, Dust of Revealing, Elyana, Sadomasochism, Arnisant, The Foreign Trader, Clairvoyance, Death's Touch,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Int +2
Knowledge: Int +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +1
Charisma d6 ☐ +1 ☐ +2
Role: Acadamae Graduate
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell ([x] or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 ([x] + 1). ([x] If it is an Arcane card, add its level and you may add each of its traits.)
[x] At the start of your turn, you may draw up to # cards, then recharge that many cards.

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 10, Varril/dinketry
Monsters
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
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.
Barriers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
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 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the 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:
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 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
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Spells
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
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 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armors
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
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:
* 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 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
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
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Allies
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Ally 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 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload 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.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
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.
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 20
Hourglass
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.
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blackfingers
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #3: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/dinketry, Lem/AbrahamZ, Skizza/Yewstance,
Blessing
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.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 23
OR Divine 13
Immune to Mental and Poison.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster cannot be reduced.
After acting, suffer the scourge Drained.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
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.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
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
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/20100, Varian/eddiephlash,
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
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
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
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.
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
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
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #6: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 6 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
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
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
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
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
Story Bane 5
Type: Barrier
Traits:
Skirmish
Undead
To Defeat:
Combat 28
OR Dexterity
Acrobatics
Wisdom 11
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
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.
Location #7: 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: None
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
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.

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The hour is the Sands of the Hour. Recharge Manual of War to allow Skizza to recharge a random discarded card.
Varril takes the praise from Skizza graciously. "I hope to return the favour to you someday!" he promises. Minutes later, an eruption of zombies engulfs the ratfolk, yet Skizza battles his way free, shooting down multiple animated corpses and the sentient zombie lord directing the skirmish. The inquisitor comes to Skizza's aid to tend his wounds.
"It appears that I'll be able to pay off my tab sooner than expected!" An eerie wail interrupts Skizza's witty reply as an incorporeal form sails at Varril, promising naught but ill will.
Discard Blessing of the Lady of Graves to doubly bless this check. I'll ask Skizza to place Cloud Puff in recovery to avoid BYA and AYA things. Reveal Navigator Musket +1 for a boost.
Divine (13) Check: 3d8 + 3 + 4 + 3 + 1d6 ⇒ (5, 2, 2) + 3 + 4 + 3 + (5) = 24 SUCCESS! Not a combat check, so no Harrow, but overkilled anyways.
An eruption of zombies threatens to overwhelm Varril as the inquisitor strikes down the malevolent spirit with a bolt of divine power.
Reveal Disrupting Rapier +1 to use Rapier. I'll ask for a bit of Lem-aid for this first check.
Combat (9/14) Check: 1d6 + 2d4 + 1 + 1d8 + 1d4 + 2 ⇒ (1) + (3, 2) + 1 + (4) + (1) + 2 = 14 SUCCESS! No harrows nonsense.
Varril slices at the first zombie, then unshoulders the longarm provided by the alchemist cum gunslinger.
Recharge Shield of Faith to use Divine instead of Ranged for this next check. Use musket's boost.
Combat (16/21) Check: 1d8 + 4 + 3 + 4 + 1d10 + 1 + 1d6 ⇒ (5) + 4 + 3 + 4 + (7) + 1 + (5) = 29 SUCCESS!
Firearm Check: 1d12 ⇒ 10 Nothing happens. Location closed. No harrows nonsense. Shuffle a new undead monster into...
1d3 ⇒ 3 Location #6. Place Lady Luck in my discards. Move to the Base and immediately take a free exploration, drawing and displaying Moise. After this, heal a card.
Which card do I heal?: 1d4 ⇒ 3 Blessing of the Lady of Graves. I don't want to close the Base just yet, so I'll end my turn there. Reset hand. I drew my Gambeson when resetting my hand - I will display this at the top of Lem's turn.
Hand: Lady of Valor, Deathbane Light Crossbow +1, Blessing of the Eternal Rose, Disrupting Rapier +1, Navigator Musket +1, Dreamstalker,
Displayed: Moise, Gambeson,
Deck: 12 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Varril gives +4 to any other local Divine checks. Lady of Valor gives a sizeable boost to any check to defeat, and counts as a blessing. My crossbow can provide a boost from afar to combat as well.
Movement: Blessings are free to use. Move me with Lem.
Other: I can recharge a card at the start of my turn to heal a local character (i.e. recharge randomly) one card.
Middle of Deck (Unknown Order): Iomedae's Justice, Blessing of the Lady of Graves, Weapon of Awe, Manual of War, Shield of Faith, Object Reading, Detect Thoughts, Fortune-Teller, Phoenix Tail, Blessing of Achaekek
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +3
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Role Card: Incorruptible
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Divine (X Weapon)
X
POWERS:
At the start of the first explore step of your turn, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard (X or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location. (☐ If the discarded card is a blessing, you may recharge it instead.)
☐ You may recharge a card that has the Divine trait to add 1d4 (☐ +1) to your non-combat check.
[X] Add 2 ([X] 4) to a check by another character at your location ([X] or your check) that invokes the Divine trait.
☐ Your blessing that has the Shelyn trait adds d12 instead of the normal die.
[X] [X] [ ] Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 11, Lem/AbrahamZ
Monsters
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Barriers
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Weapons
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
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 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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 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.
Spells
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
CotCT
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
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Armors
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
CotCT
Armor 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 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Items
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Core
Item 3
Traits:
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.
Allies
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
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude 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 combat and Fortitude checks, add 3.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Blessings
CotCT
Blessing 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 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
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.
Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Current Hour:
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.
Hours Remaining: 19
Hourglass
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blackfingers
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/20100, Skizza/Yewstance, Varian/eddiephlash,
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
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
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
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.
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
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
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #6: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 7 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
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
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
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
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Story Bane 5
Type: Barrier
Traits:
Skirmish
Undead
To Defeat:
Combat 28
OR Dexterity
Acrobatics
Wisdom 11
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
Location #7: 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 ?: 1
Located/Displayed Here: Varril/dinketry, Lem/AbrahamZ, None
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.

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As requested...the updated BR post with new placements of Skizza and Lem.
During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 11, Lem/AbrahamZ
Monsters
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 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
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
CotCT
Monster 5
Traits:
Hag
Outsider
To Defeat:
Combat 21
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
Barriers
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
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Weapons
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
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
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
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:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
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
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.
Armors
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 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 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 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Items
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 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Allies
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 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this 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.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude 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 combat and Fortitude checks, add 3.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Current Hour:
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.
Hours Remaining: 19
Hourglass
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blackfingers
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/20100, Varian/eddiephlash,
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
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
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
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.
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
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
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #6: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 7 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lem/AbrahamZ, Skizza/Yewstance, None
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
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
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
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
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
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Story Bane 5
Type: Barrier
Traits:
Skirmish
Undead
To Defeat:
Combat 28
OR Dexterity
Acrobatics
Wisdom 11
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
Location #7: 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 ?: 1
Located/Displayed Here: Varril/dinketry, None
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.

Lem Z. |

On Varril's turn: recharge Erastil's Eye as Lem-aid.
It is the hour of The Vision
Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Location Power: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Start of Turn: per the hour power, examine Graveyard6 Card 1
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.
Free exploration of the same card.
Autofail the BA check: suffer 1 Poison dmg and the Poisoned Scourge. Display Mist Horn at Graveyard 6 which reduces the 1 Poison dmg to 0. Lem is still Poisoned though.
Send Divine Blaze to Recovery
Combat 18 (23): 1d12 + 6 + 4d8 ⇒ (9) + 6 + (6, 4, 7, 6) = 38
Wyvern is banished and Harrow of Hammers is not triggered.
Summon and Encounter blessing - Random Blessing
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.
Divine 2: 1d12 + 6 ⇒ (6) + 6 = 12
Orison is displayed at Graveyard 6
Bury Pathfinder Chronicler to examine the top 3 cards of Graveyard 6
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
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.
Discard The Paladin to explore
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.
Skizza needs to make a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled. With your Sniper Goggles this should be fairly safe for you but Lem will recharge Soothing Word for Lem-aid to make this an auto-confirm.
The Paladin let's Lem aid his Diplomacy to his non-combat checks against this bane.
BA Con 6: 1d6 + 1d12 + 6 ⇒ (3) + (11) + 6 = 20
Send Lightning Bolt to Recovery
Combat 14 (19): 1d12 + 6 + 3d6 ⇒ (1) + 6 + (1, 5, 3) = 16
Basilisk is banished but Harrow of Hammers applies. Lem discards: Holy Feast.
Discard Urgathoa's Gluttony 1 to explore
Skizza must summon and encounter Brawl.
Discard Blessing of Abadar 2 to double bless Lem's check
Dex 4+5=9: 3d8 ⇒ (5, 5, 4) = 14
Brawl is banished.
End turn
Recovery Phase:
Recharge Divine Blaze? Divine 14: 1d12 + 6 ⇒ (3) + 6 = 9
Recharge Lightning Bolt? Arcane 10: 1d12 + 6 ⇒ (5) + 6 = 11
Reset Hand
Poisoned: recharge a random card: Wayfarer.
Lem after hand reset power: discard Deathgrip to draw Holy Feast from discards.
At the start of Brielle's turn: Display Divine Fortune.
At the start of Brielle's turn: recharge Djinn to draw a card - Wand of Restorative Touch - then shuffle my deck.
At the start of Brielle's turn: send Wand of Restorative Touch to recovery to heal Lem
Lem healing: 1d4 + 1 ⇒ (3) + 1 = 4
The poisoned scourge is ALSO removed.
At the end of Brielle's turn:
Recharge Wand of Restorative Touch? Divine 12, Divine Fortune: 1d12 + 6 + 1d6 ⇒ (5) + 6 + (6) = 17
Turn Summary:
* Cards 1-3 at Graveyard 6 are gone.
* The top card at Graveyard 6 is known (Lion's Helm)
* A blessing is displayed at Graveyard 6.
* Mist Horn is displayed at Graveyard 6.
* Skizza needs to summon and encounter Brawl.
* At the start of Brielle's turn, Divine Fortune is displayed at Graveyard 6.
Hand: Holy Feast, Deathbane Light Crossbow +1, Urgathoa's Gluttony 2, Prayer, Maiden's Helm,
Displayed: Corpse Plate, Divine Fortune, Mist Horn (Core),
Deck: 12 Discard: 2 Buried: 2
Current Location: Location 6 Graveyard
Hero Points: 2; Paizo tshirt reroll Available
NOTES:
Available Support: Mist Horn: IS DISPLAYED AT GRAVEYARD 6; reduces all damage at that location by 1d4+1 until the start of Lem's next turn.Divine Fortune is displayed: +1d6 on all checks local to Lem.
Urgathoa's Gluttony: +2 dice vs undead
Prayer:
Holy Feast will heal 3 cards for everyone local to Lem. Lem will play it on his next turn to give others a chance to gather at Graveyard 6 but it can be played before that if it's urgent.
Movement: If my location closes: Lem sticks with Varril when possible
Other: Lem can recharge a card to add 1d4+2 to a check by another character at his location. - order of preference is: take from the bottom of the list and go up. Mist Horn and higher: check with me first.Lem's blessings on non-combat Wis/Cha add d12 instead of normal die.
If anyone acquires a relatively useless Spell, pass it to me for Lem's power to spam Restorative Touch/Divine Fortune/Holy Feast.
Middle of Deck (Unknown Order): Soothing Word (Core, Loot), Blessing of Abadar 1, Holy Water (Core), The Paladin, Divine Blaze (Core), Djinn, Lightning Bolt (Core), Restorative Touch (Core), Erastil's Eye, Deathgrip (Core), Wayfarer
Recharged: Wand of Restorative Touch,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Knowledge Intelligence +2
Wisdom d6 ☐ +1
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane Charisma +2
Diplomacy Charisma +2
Divine Charisma +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Instrument
POWERS (Role: Tent Preacher):
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([X]+1) ([X]+2) (☐+3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
☐ Add 2 (☐ 4) to your check to recharge (☐ or acquire) a spell that has the Divine trait.
[X] When you play a blessing on a non-combat Wisdom or Charisma check, you may add a d12 in place of the normal die.
☐ You may recharge a spell that has the Divine trait to draw a card.
☐ When you would recharge a card, you may shuffle it into your deck instead.

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Skizza needs to summon and encounter the Brawl before Brielle can take her turn.
During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 12, Brielle/20100
Monsters
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
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.
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 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
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
Barriers
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Barrier 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 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
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
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:
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+#.
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.
Spells
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.
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 4
Traits:
Arcane
Magic
Divine
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.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Armors
CotCT
Armor 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 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 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
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.
Items
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
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 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
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.
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
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
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: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
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 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 18
Hourglass
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blackfingers
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/20100, Varian/eddiephlash,
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
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
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
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.
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
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
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #6: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lem/AbrahamZ, Skizza/Yewstance,
Blessing
Traits: Divine
When this is the hour: No effect. To Acquire: Wisdom Divine 2
On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
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
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
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
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Story Bane 5
Type: Barrier
Traits:
Skirmish
Undead
To Defeat:
Combat 28
OR Dexterity
Acrobatics
Wisdom 11
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
Location #7: 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 ?: 1
Located/Displayed Here: Varril/dinketry, None
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.

Skizza - Fungus Collector |

OFF-TURN ACTIONS:
Skizza banishes Cloud Puff, then automatically reloads it during Recovery (Character Power).
Thanks to Lem, Skizza automatically passes his BA check against the Basilisk. Thanks for the support; I'd hate to risk my whole hand even on a 25% chance.
Lem's turn: Skizza summons and encounters a copy of Brawl.
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.
Defeated.
Hand: Lucky Rifle +2, Reed Snake Armor, Sniper Goggles, Angelstep, Dryad Sandals, Plaguebringer's Mask, Verdant Rager, Blessing of Alkenstar (2), Incitation, Blessing of Alkenstar, Blessing of Nivi Rhombodazzle,
Displayed: Jayna Lemore, Pathfinder Bodyguard,
Deck: 4 Discard: 3 Buried: 2
"Hero Points: 1
Supporter Feats: Pathfinder Bodyguard, Ketrik, Boors, Moise"
"NOTES:
Available Support: Blessing of Alkenstar - Discard(/Recharge/Reload) to add 1d12 to any check
Incitation - Discard to bless (Discarded Freely when the check invokes Acid, Cold, Electricity, Fire, or Force)
Blessing of Nivi Rhombodazzle - Discard to bless (only use if I have no other Blessings)
Jayna Lemore - Bury to add 1d6 (and the Magic trait) to a combat check post-roll
Pathfinder Bodyguard - Bury to let any character (local or distant) avenge any encounter, and add +1d6 to checks during the avenged encounter
Ready to Avenge
Movement: Move with Lem. If Lem moves to the Base, move with Varian instead."

Brielle - 勝20100 |

Advance the hour: Sands of the Hour, no hour effect.
Brielle moves to another location in the graveyard, joining Lem and Skizza. Graveyard #6
Explore and encounter know card: Lian’s Helm.
Divine Fortune adds a d6.
Constitution 10: 1d8 + 1d6 ⇒ (8) + (6) = 14
Acquired.
Discard Wayfinder to examine location: card 2 is Limning Starknife. Do not shuffle, and explore, encountering the card.
Divine Fortune adds a d6, use power and bury Cytillipede to add a d12+1
Melee 14: 1d8 + 5 + 1d6 + 1d12 + 1 ⇒ (1) + 5 + (1) + (2) + 1 = 10
Banished…
When looking at the corpses around, Brielle manages to spot the nice helm Lem saw before. She misses the starknife laying close to it thought.
No more exploration, I do not want to use Master Cartman and move out of there.
End turn:
- reset hand, drawing 1 (crowbar)
That crowbar would have been useful to get that weapon…
Hand: Improvised Monster, Ebon Thorn, Rage Totem, Star Candles, Master Cartman, Lian's Helm, Crowbar
Displayed:
Deck: 11 Discard: 3 Buried: 2
Current Location: Graveyard #6
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Ready to avenge on monsters, barriers depends on its type
Movement: Follow lem on location closure
Other: Accessory Perk (folio) reroll unusedDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Mattock, Forensic Physician, Improvised Club, Blessing of Kofusachi, Improvised Greatclub, Angelic Armor, Magic Spyglass
Recharged: Smith, Blessing of Gorum, Bloodbug Swarm, Gem of Mental Acuity,
Discard Pile:Achaekek's Claws, Valet, Wayfinder,
Buried Pile:Blessing of Norgorber, Cytillipede,
Skills and Powers:SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Item
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies: Weapons | ☐ ArmorPOWERS:
You may bury a card from your hand to add 1d12 ☑ +1 ☐ +2 to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ☑ 1d12 plus the card's adventure deck number; you may additionally discard it to add another 1d8 +3 and the card's traits.
☑ When you attempt a check before you act, you may use you Melee skill instead of any listed skill.

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 13, Skizza/Yewstance
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.
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
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.
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 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 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Weapons
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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:
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.
Spells
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
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.
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 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 5
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
Armors
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 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 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Allies
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude 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 combat and Fortitude checks, add 3.
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 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
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.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Blessings
Core
Blessing 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.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
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 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hour Power: When you move during your move step, bury a card.
Current Hour:
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.
Hours Remaining: 17
Hourglass
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blackfingers
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #4: Graveyard
Sacred
Urban
Sacred
Urban
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/eddiephlash,
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
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
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
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.
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
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
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Location #5: Graveyard
Sacred
Urban
Sacred
Urban
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #6: Graveyard
Sacred
Urban
Sacred
Urban
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lem/AbrahamZ, Brielle/20100, Skizza/Yewstance,
Blessing
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
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
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
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Story Bane 5
Type: Barrier
Traits:
Skirmish
Undead
To Defeat:
Combat 28
OR Dexterity
Acrobatics
Wisdom 11
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
Location #7: 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 ?: 1
Located/Displayed Here: Varril/dinketry, None
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.

Skizza - Fungus Collector |

Skizza starts his turn.
Hour Power: When you move during your move step, bury a card.
Skizza stays at the Location #6: Graveyard.
Free exploration:
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Skizza reveals Sniper Goggles to add 4.
Combat/Ranged 21/26 (Sniper Goggles, Divine Fortune): 1d10 + 3 + 1d12 + 2 + 4 + 1d6 ⇒ (10) + 3 + (5) + 2 + 4 + (6) = 30 -> Pass. Thanks Lem for the Divine Fortune!
Defeated.
Skizza discards Blessing of Alkenstar to explore again. Once during this exploration, he may reroll a die:
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.
Skizza reveals Sniper Goggles to add 4.
Combat/Ranged 13/18 (Sniper Goggles, Divine Fortune): 1d10 + 3 + 1d12 + 2 + 4 + 1d6 ⇒ (8) + 3 + (2) + 2 + 4 + (4) = 23 -> Pass.
AA Constitution 9 (Divine Fortune): 1d6 + 1d6 ⇒ (4) + (5) = 9 -> Pass; thanks again Lem!
Defeated.
Skizza discards Incitation to explore again:
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.
Banished.
Skizza discards Blessing of Nivi Rhombodazzle (and recharges it instead, as there are less than 5 cards in his discards) to explore again:
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
Combat: Skizza reveals Lucky Rifle +2 to use Ranged +1d12+2.
Skizza reveals Sniper Goggles to add 4.
Combat/Ranged 18/23 (Sniper Goggles, Divine Fortune): 1d10 + 3 + 1d12 + 2 + 4 + 1d6 ⇒ (2) + 3 + (6) + 2 + 4 + (1) = 18 -> Pass.
Harrow of Hammers: Skizza discards Cloud Puff from his deck.
Defeated.
Skizza discards Verdant Rager to explore again, adding 1d6 to his Combat and Survival checks during this exploration:
CotCT
Story Bane 5
Type: Barrier
Traits:
Skirmish
Undead
To Defeat:
Combat 28
OR Dexterity
Acrobatics
Wisdom 11
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
Turns in PACG go clockwise, so Varian is to my left, and I'm on Brielle's left.
All players should draw a card at random from the hand of the next player in turn order, then choose how to handle their BA and process it. After doing so, it may be polite to list what card is randomly drawn from your own hand for the person prior to you in turn order - since you need Write permissions on a Deck Handler to use the "random from hand" function (assuming you're using the Deck Handlers I've modified).
Turn Paused.
"
Hand: Lucky Rifle +2, Reed Snake Armor, Angelstep, Dryad Sandals, Plaguebringer's Mask, Sniper Goggles, Blessing of Alkenstar (2),
Displayed: Jayna Lemore, Pathfinder Bodyguard,
Deck: 4 Discard: 7 Buried: 2
Hero Points: 1
Supporter Feats: Pathfinder Bodyguard, Ketrik, Boors, Moise
NOTES:
Available Support: Blessing of Alkenstar - Discard(/Recharge/Reload) to add 1d12 to any check
Jayna Lemore - Bury to add 1d6 (and the Magic trait) to a combat check post-roll
Pathfinder Bodyguard - Bury to let any character (local or distant) avenge any encounter, and add +1d6 to checks during the avenged encounter
Ready to Avenge
Movement: Move with Lem. If Lem moves to the Base, move with Varian instead.
Other: I've got bonuses on my combat checks this exploration (and Divine Fortune), so I should be fine... though if my weapon is accidentally taken by Brielle (not giving anything away - check the spoiler above for when/after Brielle processes her BA) then things will be a lot clumsier.
Middle of Deck (Unknown Order): Vine Leshy, Laboratory Coat, Blessing of Milani
Recharged: Blessing of Nivi Rhombodazzle,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Item
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Weapon
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([ ] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
[ ] At the start of your turn, you may discard ([ ] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.
4A Reward: After you use the Base's power to recharge cards, you may move or shuffle your deck.
4B Reward: When you close a location and move to the Base, you may immediately explore it once.

![]() |

What card does Varian get from Varril?: 1d6 ⇒ 5 Navigator Musket +1
What card does Varril get from Lem?: 1d5 ⇒ 1 Holy Feast. Well, that worked out horribly.
Never afraid to confront the undead, Varril takes on a hungry wraith.
I’ll recharge the Disrupting Rapier +1 to use my Divine skill instead of Ranged. Using my Deathbane Light Crossbow +1 to get the Magic trait.
Divine (23/28) Check: 1d8 + 3 + 4 + 4 + 1d8 + 1 + 1d8 ⇒ (3) + 3 + 4 + 4 + (8) + 1 + (7) = 30 SUCCESS! And soooo lucky. No harrows nonsense.

Brielle - 勝20100 |

Brielle grabs a card from Skizza: Sniper Goggles.
Both Lem and Varrian have a way get the magic trait, but Brielle does not, so I’m going to use Jayna Lemore.
Wraith: choose Combat, use power and reveal Star Candles to use Melee+d12+4 reveal Ebon Thorn to add 2 to Melee, use other power and bury Rage Totem to add a d12+1
23/28: 1d8 + 5 + 1d12 + 4 + 2 + 1d12 + 1 ⇒ (3) + 5 + (6) + 4 + 2 + (11) + 1 = 32
Bury Jayna Lemore to add a d6 and the magic trait. Bane is defeated.
Recharge Rage Totem due to success on the check.
Hand: Improvised Monster, Ebon Thorn, Star Candles, Master Cartman, Lion's Helm, Crowbar, Snipper Goggle
Displayed:
Deck: 12 Discard: 3 Buried: 2
Current Location: Graveyard #6
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Ready to avenge on monsters, barriers depends on its type
Movement: Follow lem on location closure
Other: Accessory Perk (folio) reroll unusedDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Forensic Physician, Magic Spyglass, Mattock, Improvised Club, Improvised Greatclub, Angelic Armor, Blessing of Kofusachi
Recharged: Smith, Blessing of Gorum, Bloodbug Swarm, Gem of Mental Acuity, Rage Totem,
Discard Pile:Achaekek's Claws, Valet, Wayfinder,
Buried Pile:Blessing of Norgorber, Cytillipede,
Skills and Powers:SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Item
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies: Weapons | ☐ ArmorPOWERS:
You may bury a card from your hand to add 1d12 ☑ +1 ☐ +2 to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ☑ 1d12 plus the card's adventure deck number; you may additionally discard it to add another 1d8 +3 and the card's traits.
☑ When you attempt a check before you act, you may use you Melee skill instead of any listed skill.

Core Varian |

On Varril's turn, display Radovan. Receive Navigator Musket +1 from Varril and pass off 1d7 ⇒ 3: Sage's Journal to Skizza. Summon a Wraith. Display Chain Lightning. Reveal Sword for a summoned bane.
Combat 13 + ## = 23: 1d12 + 6 + 3d6 + 1d8 ⇒ (8) + 6 + (3, 1, 3) + (7) = 28 Success!

Lem Z. |

What card does Lem get from Brielle: 1d7 ⇒ 3 Star Candles
Lem meets a Wraith but by the power of his new armor is able to duck out of its view.
Summon & encounter Wraith. Corpse Plate allows Lem to evade Undead he encounters.
Varril received Holy Feast from Lem. Note that, since Varril has the Divine skill, playing Holy Feast won't cause it to be banished, just discarded. So my suggestion is: if it's not needed before Varril's turn, just pass it back to Lem but it could also just be fine for Varril to use it himself, especially since Lem has two other cards that provide healing.
Hand: Star Candles, Deathbane Light Crossbow +1, Urgathoa's Gluttony 2, Prayer, Maiden's Helm,
Displayed: Corpse Plate, Divine Fortune, Mist Horn (Core),
Deck: 12 Discard: 2 Buried: 2
Current Location: Location 6 Graveyard
Hero Points: 2; Paizo tshirt reroll Available
NOTES:
Available Support: Mist Horn: IS DISPLAYED AT GRAVEYARD 6; reduces all damage at that location by 1d4+1 until the start of Lem's next turn.Divine Fortune is displayed: +1d6 on all checks local to Lem.
Urgathoa's Gluttony: +2 dice vs undead
Prayer:
Movement: If my location closes: Lem sticks with Varril when possible
Other: Lem can recharge a card to add 1d4+2 to a check by another character at his location. - order of preference is: take from the bottom of the list and go up. Mist Horn and higher: check with me first.Lem's blessings on non-combat Wis/Cha add d12 instead of normal die.
If anyone acquires a relatively useless Spell, pass it to me for Lem's power to spam Restorative Touch/Divine Fortune/Holy Feast.
Middle of Deck (Unknown Order): Wayfarer, Soothing Word (Core, Loot), Restorative Touch (Core), Erastil's Eye, The Paladin, Blessing of Abadar 1, Djinn, Lightning Bolt (Core), Deathgrip (Core), Divine Blaze (Core), Holy Water (Core)
Recharged: Wand of Restorative Touch, Wayfarer,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Knowledge Intelligence +2
Wisdom d6 ☐ +1
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane Charisma +2
Diplomacy Charisma +2
Divine Charisma +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Instrument
POWERS (Role: Tent Preacher):
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([X]+1) ([X]+2) (☐+3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
☐ Add 2 (☐ 4) to your check to recharge (☐ or acquire) a spell that has the Divine trait.
[X] When you play a blessing on a non-combat Wisdom or Charisma check, you may add a d12 in place of the normal die.
☐ You may recharge a spell that has the Divine trait to draw a card.
☐ When you would recharge a card, you may shuffle it into your deck instead.

Skizza - Fungus Collector |

CONTINUING TURN.
Skizza buries Jayna Lemore, and gives away Sniper Goggles to Brielle, as per my earlier spoiler.
Skizza draws Sage's Journal from Varian, then chooses to encounter a Wraith...
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Skizza reveals Sage's Journal to add +1d4.
Combat/Ranged 23/28 (Sage's Journal, Divine Fortune): 1d10 + 3 + 1d12 + 2 + 1d4 + 1d6 ⇒ (5) + 3 + (4) + 2 + (2) + (4) = 20 -> Fail.
Skizza uses his power and adds 1d6 ⇒ 2 to the result; Fail, still.
Skizza suffers 1d4 ⇒ 3 Fire Damage, and reveals Reed Snake Armor to reduce Fire damage by 3, to 0.
I could discard my Rifle to pass, still, and then take the relatively easy noncombat check to defeat the Danse Macabre... but then I can't fight the Zombie Minion to close. Bugger.
Skizza suffers 1 unreducable damage, and discards Dryad Sandals.
Undefeated; Skizza is Drained. Ew.
Skizza attempts the Dexterity check to defeat Danse Macabre.
Skizza reveals Sage's Journal to add 1d4.
Lem discards Urgathoa's Gluttony to bless twice.
Dexterity 11 (Sage's Journal, Bless*2, Divine Fortune, Drained): 3d10 + 1 + 1d4 + 1d6 - 5 ⇒ (6, 5, 4) + 1 + (3) + (4) - 5 = 18 -> Pass.
Defeated.
Closing Henchman defeated: Skizza attempts to close Location #6: Graveyard by summoning...
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Skizza reloads Plaguebringer's Mask to add 1d8.
Combat/Ranged 9/14 (Plaguebringer's Mask, Divine Fortune, Drained): 1d10 + 3 + 1d12 + 2 + 1d8 + 1d6 - 4 ⇒ (6) + 3 + (6) + 2 + (3) + (3) - 4 = 19 -> Pass.
Combat 16 isn't very high at all... but Drained lessens my odds relative to Brielle. I ask Brielle to take the second Combat check (Difficulty 16).
Turn paused, again.
Hand: Lucky Rifle +2, Reed Snake Armor, Angelstep, Sage's Journal, Blessing of Alkenstar (2),
Displayed: Pathfinder Bodyguard,
Deck: 5 Discard: 8 Buried: 3
"Hero Points: 1
Supporter Feats: Pathfinder Bodyguard, Ketrik, Boors, Moise"
"NOTES:
Available Support: Blessing of Alkenstar - Discard(/Recharge/Reload) to add 1d12 to any check
Pathfinder Bodyguard - Bury to let any character (local or distant) avenge any encounter, and add +1d6 to checks during the avenged encounter
Ready to Avenge
Movement: Move with Lem. If Lem moves to the Base, move with Varian instead."

Brielle - 勝20100 |

Reveal Crowbar to use Melee+d12, Reveal Ebon Thorn to add +2, divine fortune adds a d6
Combat 16: 1d8 + 5 + 1d12 + 2 + 1d6 ⇒ (8) + 5 + (7) + 2 + (6) = 28
Brielle helps Skizza with the undead horde, bashing zombie heads with her crowbar.
Hand: Improvised Monster, Ebon Thorn, Master Cartman, Lion's Helm, Crowbar, Snipper Goggle
Displayed:
Deck: 12 Discard: 3 Buried: 2
Current Location: Graveyard #6
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Ready to avenge on monsters, barriers depends on its type
Movement: Follow lem on location closure
Other: Accessory Perk (folio) reroll unusedDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Improvised Club, Angelic Armor, Magic Spyglass, Forensic Physician, Mattock, Improvised Greatclub
Recharged: Smith, Blessing of Gorum, Bloodbug Swarm, Gem of Mental Acuity, Rage Totem,
Discard Pile:Achaekek's Claws, Valet, Wayfinder,
Buried Pile:Blessing of Norgorber, Cytillipede,
Skills and Powers:SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Item
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies: Weapons | ☐ ArmorPOWERS:
You may bury a card from your hand to add 1d12 ☑ +1 ☐ +2 to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ☑ 1d12 plus the card's adventure deck number; you may additionally discard it to add another 1d8 +3 and the card's traits.
☑ When you attempt a check before you act, you may use you Melee skill instead of any listed skill.

Skizza - Fungus Collector |

Harrow of Hammers: Skizza discards Laboratory Coat from his Wraith encounter.
Location #6: Graveyard closed!
Graveyard: 1d2 + 3 ⇒ (1) + 3 = 4 -> A new undead monster is shuffled into the Location #4: Graveyard.
Skizza moves to the Base.
4B Reward - Free exploration (Base): Skizza draws and keeps...
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.
Skizza displays Boors.
Skizza sends Angelstep to Recovery to heal 1d4 + 1 ⇒ (2) + 1 = 3 cards.
Skizza is healed for 3: (Cloud Puff, Druid of the Green Faith, Dryad Sandals). Deck shuffled.
Skizza ends his turn.
Skizza attempts to recover all cards in his Recovery pile.
Angelstep: Craft 8: 1d10 + 5 ⇒ (6) + 5 = 11 -> Angelstep reloaded (Skizza Character Power).
Skizza resets his hand.
"
Hand: Lucky Rifle +2, Reed Snake Armor, Angelstep, Sage's Journal, Dryad Sandals, Plaguebringer's Mask, Druid of the Green Faith, Blessing of Nivi Rhombodazzle, Blessing of Alkenstar (2),
Displayed: Boors (+Feat), Pathfinder Bodyguard (+Feat),
Deck: 3 Discard: 6 Buried: 3
Hero Points: 1
Supporter Feats: Pathfinder Bodyguard, Ketrik, Boors, Moise
NOTES:
Available Support: Blessing of Alkenstar - Discard(/Recharge/Reload) to add 1d12 to any check
Pathfinder Bodyguard - Bury to let any character (local or distant) avenge any encounter, and add +1d6 to checks during the avenged encounter
Ready to Avenge
Movement: Move with Lem. If Lem moves to the Base, move with Varian instead.
Other: If we're ever down to 1 location, Skizza will immediately bury Boors for a weapon.
Middle of Deck (Unknown Order): Blessing of Milani, Cloud Puff, Vine Leshy
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Item
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Weapon
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([ ] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
[ ] At the start of your turn, you may discard ([ ] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.
4A Reward: After you use the Base's power to recharge cards, you may move or shuffle your deck.
4B Reward: When you close a location and move to the Base, you may immediately explore it once.

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 14, Varian/eddiephlash
Monsters
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
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 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
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.
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
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 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.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish 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.
Weapons
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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.
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
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 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
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 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
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 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Armors
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 3
Traits:
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 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 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
CotCT
Item 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 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.
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 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Core
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 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 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.
Blessings
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hour Power: On your blessed check, you may reroll any dice showing 1.
Current Hour:
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hours Remaining: 16
Hourglass
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blackfingers
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/eddiephlash, Garden Guardian
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
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
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.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
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.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
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.
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.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #7: 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 ?: 0
Located/Displayed Here: Varril/dinketry, Lem/AbrahamZ, Brielle/20100, Skizza/Yewstance, None

Lem Z. |

At the end of Skizza's turn:
Recharge Mist Horn? Divine 10, Varril: 1d12 + 6 + 4 ⇒ (5) + 6 + 4 = 15

Core Varian |

Start turn. Hour is Irori's Mastery. Draw # = 5 cards:
Hand: Shadowless Sword, Nightspear, Pharasma's Knowing, The Hidden Truth, The Lady of Mysteries, Navigator Musket +1, Wayfinder, Elemental Skin, Swipe, Ice Storm, Dust of Revealing,
Displayed: Radovan, Chain Lightning,
Deck: 6 Discard: 1 Buried: 1
Then recharge 5, I guess the examine boons are useless til next turn. Recharge: Musket, Wayfinder, Dust, Hidden Truth, Ice Storm.
Explore card 1: Garden Guardian. Recharge Elemental Skin to urban support for BYA.
Con 7: 1d4 + 1d4 + 1 + 4 ⇒ (1) + (1) + 1 + 4 = 7 Success
For combat, use displayed Chain Lightning.
Combat 15 (20): 1d12 + 6 + 3d6 ⇒ (7) + 6 + (1, 1, 4) = 19 Defeated, but discard top of deck: Elyana from harrow
Discard Nightspear to explore card 2: Blackjack's Rapier. Cast Swipe to acquire.
Discard Pharasma's Knowing to draw 2: Sadomasochism and Arnisant. Then recharge 2, Sadomasochism and Rapier. Then explore card 3: Perplexing Text. Reload Radovan to use Knowledge + #.
Knowledge 7 + # = 12: 1d12 + 6 + 5 ⇒ (2) + 6 + 5 = 13 Defeated!
Draw new spell: Mistform.
Discard Lady of Mysteries to draw 3: Radovan, Foreign Trader, Clairvoyance. Then recharge 3: Clairvoyance, Mistform, and Foreign Trader. Then Explore card 4: Dandasuka. Reveal Arnie and Sword for BYA.
Percep 7: 1d6 + 1 + 1d10 + 1d8 ⇒ (4) + 1 + (10) + (2) = 17 Reroll the d10
Percep 7: 4 + 1 + 1d10 + 2 ⇒ 4 + 1 + (6) + 2 = 13 Auto success
For combat, use displayed Chain Lightning
Combat 11 (16): 1d12 + 6 + 3d6 ⇒ (1) + 6 + (3, 5, 6) = 21 Reroll the last d6
Combat 11 (16): 1 + 6 + 3 + 5 + 1d6 ⇒ 1 + 6 + 3 + 5 + (4) = 19Defeated!
Display Radovan. Recharge Arnie to explore card 5: Mist Horror. Immune to my Chain Lightning. Reveal and discard Sword. Arnie adds d4.
Combat 14 (19): 1d6 + 1d8 + 2 + 1d6 + 5 + 1d4 ⇒ (5) + (3) + 2 + (4) + 5 + (1) = 20 Defeated! No cold, so it runs away.
Random Mist Horror Location: 1d2 + 3 ⇒ (1) + 3 = 4 Shuffled back into this location.
I can't be forced to move because Entangled.
End turn. I can't remove Dazed due to no cards in hand. Recovery. Discard, then recharge Swipe and Chain Lightning. Reset hand, drawing 8
Hand: Death's Touch, Ice Storm, Elemental Skin, Sadomasochism, Wayfinder, Dust of Revealing, The Hidden Truth, Navigator Musket +1,
Displayed: Radovan,
Deck: 7 Discard: 6 Buried: 1
Current Location: Graveyard 4
Hero Points: 2
Shirt reroll: available // Varian has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Entangled:While Marked:
You cannot evade or move.When your location is closed, remove this scourge.
NOTES:
Available Support: Use Elemental Skin if fighting the Mist Horror. Or Ice Storm if used for Urban Support.
Movement: Follow the team to Urban locations, or follow Lem
Other: Urban support! Recharge a card to add d4 + 1 (If Arcane, add its lvl and traits) to local checks at urban locations.
Middle of Deck (Unknown Order): 0
Recharged: Blackjack's Rapier, Clairvoyance, Mistform ac, The Foreign Trader, Arnisant, Swipe, Chain Lightning,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Int +2
Knowledge: Int +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +1
Charisma d6 ☐ +1 ☐ +2
Role: Acadamae Graduate
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell ([x] or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 ([x] + 1). ([x] If it is an Arcane card, add its level and you may add each of its traits.)
[x] At the start of your turn, you may draw up to # cards, then recharge that many cards.

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 15, Varril/dinketry
Monsters
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Barriers
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
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 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
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.
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
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.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
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 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:
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.
Spells
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
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:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
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
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
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 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Allies
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
CotCT
Ally 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 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
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 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessings
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: 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: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hour Power: On your check against a spell, add 1d4.
Current Hour:
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hours Remaining: 15
Hourglass
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blackfingers
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/eddiephlash, Mist Horror,
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
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 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 5 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #7: 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 ?: 0
Located/Displayed Here: Varril/dinketry, Lem/AbrahamZ, Brielle/20100, Skizza/Yewstance, None

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The hour is Nethys' Duality. At the SOT, place Holy Feast in recovery to allow everyone at the Base to heal 3 cards, then move to Varian's location.
Varril intones a prayer to the goddess of love and beauty as the majority of the team arrives at the empty base.
"Shelyn, please feed the souls of my friends with your truth." Varril then wishes them all farewell, indicating his desire to go find Varian in order to offer the wizard aid.
At the graveyard, Varril can see that the wizard has recently fought numerous foes. "We're here to assist you!" Varril announces, dispatching the woodsman Moise to Varian's side and a fez-wearing human bearing a staff tapped with a small glass ball to his other side. The human begins chanting in an unknown tongue, and the glass ball glows a pale blue.
Bury Moise in order to allow Varian to heal a card. Sadly, Varian has none of the conditions that Moise would also heal. During my exploration step, discard Dreamstalker to examine top card of the other Graveyard: Catobeplas - TRIGGER! Suffer 1 Poison damage (bury Gambeson to avoid the damage) and bring the monster to the top of my current location and encounter.
Suddenly, a light blue portal opens in front of the human occultist and a hideous, bull-faced undead monster breathing noxious gas appears in the cemetery, roaring in frustration. Varril loads his crossbow.
Recharge Lady of Valor to use Divine instead of Ranged along with the Deathbane Light Crossbow +1. I'll ask Skizza for his Blessing of Alkenstar.
"Shelyn, strike this ugly thing down!" TWANG!
Divine (20/25) Check: 1d8 + 3 + 4 + 4 + 1d8 + 1 + 1d8 + 1d12 ⇒ (7) + 3 + 4 + 4 + (8) + 1 + (3) + (5) = 35 SUCCESS! No Harrows nonsense.
The crossbow bolt pierces the thing's face between its serpentine eyes and it falls to pieces, literally. Varril whistles softly and replaces his bolt.
Take regular (free) exploration: Ghost.
From an upturned gravesite, a harrowing phantasmal apparition emerges, its outstretched arms promising damnation.
Recharge Blessing of the Eternal Rose to use Divine instead of Ranged along with the Deathbane Crossbow +1. Ask Varian to recharge a card (preferably NOT the musket so that Varian can hand it off to me or Skizza at some point) for aid.
Divine (21/26) Check: 1d8 + 3 + 4 + 4 + 1d8 + 1 + 1d8 + 1d4 + 1 ⇒ (7) + 3 + 4 + 4 + (1) + 1 + (1) + (4) + 1 = 26 SUCCESS! No Harrows nonsense, and the crossbow is Magic.
The ghost dissolves into nothing. Varril nods at Varian. "The others are on their way, good friend!"
End turn. Discard Holy Feast. Reset hand.
Hand: Weapon of Awe, Deathbane Light Crossbow +1, Shield of Faith, Manual of War, Detect Thoughts, Phoenix Tail, Fortune-Teller,
Displayed:
Deck: 12 Discard: 2 Buried: 2
Hero Points: 0
NOTES:
Available Support: Varril gives +4 to any other local Divine checks. Shield of Faith, Weapon of Awe, and Phoenix Tail are all good support. My crossbow can provide a boost from afar to combat as well.
Movement: Blessings are free to use. Move me with Lem.
Other: I can recharge a card at the start of my turn to heal a local character (i.e. recharge randomly) one card.
Middle of Deck (Unknown Order): Antiplague, Blessing of the Lady of Graves, Disrupting Rapier +1, Blessing of Achaekek, Lady Luck, Blessing of Shelyn, Confidence Boost, Vizier
Recharged: Blessing of the Eternal Rose, Lady of Valor,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +3
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Role Card: Incorruptible
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Divine (X Weapon)
X
POWERS:
At the start of the first explore step of your turn, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard (X or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location. (☐ If the discarded card is a blessing, you may recharge it instead.)
☐ You may recharge a card that has the Divine trait to add 1d4 (☐ +1) to your non-combat check.
[X] Add 2 ([X] 4) to a check by another character at your location ([X] or your check) that invokes the Divine trait.
☐ Your blessing that has the Shelyn trait adds d12 instead of the normal die.
[X] [X] [ ] Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

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At the start of Lem's turn, place Detect Thoughts in recovery and examine the top 3 cards of the location: #1 - Ember Ghoul; #2 - Moon Maiden Armor (Armor 4); #3 - Mantle of Life (Armor 5). Shuffle and place that ghoul on top.
Recovery Divine (10) Check: 1d8 + 3 + 4 + 4 ⇒ (8) + 3 + 4 + 4 = 19 Auto-SUCCESS! Recharged.

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 16, Lem/AbrahamZ
Monsters
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
Barriers
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Barrier 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
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
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 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.
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
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
CotCT
Armor 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:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
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.
Items
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Item 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
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Allies
Core
Ally 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 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
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 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
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.
Hour Power: You may banish a random blessing from your discards to explore.
Current Hour:
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hours Remaining: 14
Hourglass
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blackfingers
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/dinketry, Varian/eddiephlash, Mist Horror, Moon Maiden Armor, Mantle of Life
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
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 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #7: 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 ?: 0
Located/Displayed Here: Lem/AbrahamZ, Brielle/20100, Skizza/Yewstance, None

Lem Z. |

On Varril's turn: heal 3 cards from Holy Feast.
It is the hour of The Worldbreaker
Hour Power: You may banish a random blessing from your discards to explore.
At the start of my turn, send Divine Fortune to Recovery.
Give card: Star Candles to Brielle
Move to: Graveyard 4
Location Power: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Free exploration
Card 1 is Ember Ghoul - Corpse Plate allows Lem to evade, shuffling Graveyard 4.
Discard Prayer to examine, then encounter, top card of Graveyard 4: 1d5 ⇒ 4
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Divine 13, Varril: 1d12 + 6 + 4 ⇒ (8) + 6 + 4 = 18
Display Mantle of Life
Use hour power to banish random blessing from discards - Prayer is the only one so it is banished - to explore.
shuffled location, can't be 4: 1d5 ⇒ 3
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.
Ask Varril to recharge Phoenix Tail and Varian to recharge Ice Storm
Con 12: 1d6 + 1d4 + 3 + 1d4 + 1 + 4 ⇒ (1) + (2) + 3 + (1) + 1 + 4 = 12
Display Moon Maiden Armor
End turn
Recovery Phase: let Divine Fortune go to discards.
Reset Hand, drawing 6.
Lem after hand reset power: discard Divine Blaze to draw Divine Fortune from discards.
Start of Brielle's turn: display Divine Fortune; recharge Djinn to draw a card, then shuffle deck.
Hand: Mist Horn (Core), Urgathoa's Gluttony 1, Urgathoa's Gluttony 2, Blessing of Abadar 1, Blessing of Abadar 2, Deathbane Light Crossbow +1, Maiden's Helm,
Displayed: Corpse Plate, Mantle of Life, Moon Maiden Armor, Divine Fortune,
Deck: 10 Discard: 1 Buried: 2
Current Location: Graveyard 4
Hero Points: 2; Paizo tshirt reroll Available
NOTES:
Available Support: Divine Fortune is displayed: +1d6 on all checks local to Lem.Mist Horn: Display next to a location; reduces all damage at that location by 1d4+1 until the start of Lem's next turn.
BoAbadar: double bless vs barriers
U'sGluttony: double bless vs undead or Fort
Mantle of Life: On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Use Lem's blessings and Lem-aid!
Movement: If my location closes: Lem sticks with Varril when possible
Other: Lem can recharge a card to add 1d4+2 to a check by another character at his location. - order of preference is: take from the bottom of the list and go up. Mist Horn and higher: check with me first.Lem's blessings on non-combat Wis/Cha add d12 instead of normal die.
If anyone acquires a relatively useless Spell, pass it to me for Lem's power to spam Restorative Touch/Divine Fortune/Holy Feast.
Middle of Deck (Unknown Order): Djinn, Wand of Restorative Touch, Holy Water (Core), Lightning Bolt (Core), Wayfarer, The Paladin, Restorative Touch (Core), Deathgrip (Core), Soothing Word (Core, Loot), Erastil's Eye
Recharged: Wayfarer,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Knowledge Intelligence +2
Wisdom d6 ☐ +1
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane Charisma +2
Diplomacy Charisma +2
Divine Charisma +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Instrument
POWERS (Role: Tent Preacher):
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([X]+1) ([X]+2) (☐+3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
☐ Add 2 (☐ 4) to your check to recharge (☐ or acquire) a spell that has the Divine trait.
[X] When you play a blessing on a non-combat Wisdom or Charisma check, you may add a d12 in place of the normal die.
☐ You may recharge a spell that has the Divine trait to draw a card.
☐ When you would recharge a card, you may shuffle it into your deck instead.

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 17, Brielle/20100
Monsters
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Barriers
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
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:
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 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 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 5
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Items
CotCT
Item 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 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 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Allies
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload 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.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
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.
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.
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
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.
Hour Power: When you would fail a check, you may bury 1 card to reroll 1 die.
Current Hour:
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Hours Remaining: 13
Hourglass
Blackfingers
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/dinketry, Lem/AbrahamZ, Varian/eddiephlash, Divine Fortune (displayed), Mist Horror
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #7: 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 ?: 0
Located/Displayed Here: Brielle/20100, Skizza/Yewstance, None

Brielle - 勝20100 |

Advance the hour: The First. Hour Power: When you would fail a check, you may bury 1 card to reroll 1 die.
Give Snipper Goggle back to Skizza.
Move to #4: Graveyard.
Explore and encounter #4: Graveyard card 1: Mist Horror.
Without a way to add the Magic trait, no point in using Varrian’s Elemental Skin.
Use power and reveal crowbar to use Melee+d12, reveal Ebon Thorn to add 2, Divine Fortune adds a d6
Combat 14: 1d8 + 5 + 1d12 + 2 + 1d6 ⇒ (4) + 5 + (12) + 2 + (1) = 24
Undefeated due to lack of the Magic trait
After Acting: random location 1d2 ⇒ 1 Graveyard #4
Brielle is moved to random location: 1d2 ⇒ 1 Graveyard #4
No point in exploring and encountering that again (1 chance out of 3).
End turn: reset hand and draw 2 cards.
Hand: Improvised Monster, Ebon Thorn, Master Cartman, Lion's Helm, Crowbar, Angelic Armor, Improvised Greatclub
Displayed:
Deck: 10 Discard: 3 Buried: 2
Current Location: Graveyard #4
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Ready to avenge on monsters, barriers depends on its type
Movement: Follow lem on location closure
Other: Accessory Perk (folio) reroll unusedDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Improvised Club, Forensic Physician, Magic Spyglass, Mattock, Blessing of Kofusachi
Recharged: Smith, Blessing of Gorum, Bloodbug Swarm, Gem of Mental Acuity, Rage Totem,
Discard Pile:Achaekek's Claws, Valet, Wayfinder,
Buried Pile:Blessing of Norgorber, Cytillipede,
Skills and Powers:SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Item
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies: Weapons | ☐ ArmorPOWERS:
You may bury a card from your hand to add 1d12 ☑ +1 ☐ +2 to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ☑ 1d12 plus the card's adventure deck number; you may additionally discard it to add another 1d8 +3 and the card's traits.
☑ When you attempt a check before you act, you may use you Melee skill instead of any listed skill.
Display Angelic armor at first opportunity.
Hand: Improvised Monster, Ebon Thorn, Master Cartman, Lion's Helm, Crowbar, Improvised Greatclub
Displayed: Angelic Armor
Deck: 10 Discard: 3 Buried: 2
Current Location: Graveyard #4
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Ready to avenge on monsters, barriers depends on its type
Movement: Follow lem on location closure
Other: Accessory Perk (folio) reroll unusedDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Mattock, Magic Spyglass, Improvised Club, Blessing of Kofusachi, Forensic Physician
Recharged: Smith, Blessing of Gorum, Bloodbug Swarm, Gem of Mental Acuity, Rage Totem,
Discard Pile:Achaekek's Claws, Valet, Wayfinder,
Buried Pile:Blessing of Norgorber, Cytillipede,
Skills and Powers:SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Item
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies: Weapons | ☐ ArmorPOWERS:
You may bury a card from your hand to add 1d12 ☑ +1 ☐ +2 to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ☑ 1d12 plus the card's adventure deck number; you may additionally discard it to add another 1d8 +3 and the card's traits.
☑ When you attempt a check before you act, you may use you Melee skill instead of any listed skill.

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 18, Skizza/Yewstance
Monsters
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
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 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 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Weapons
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 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
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 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 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Spells
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.
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 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.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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 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:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 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.
Items
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:
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:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Allies
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
CotCT
Ally 3
Traits:
Human
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:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Ally 3
Traits:
Human
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
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
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.
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hour Power: On your check that invokes the Alchemical or Poison trait, add 1d4.
Current Hour:
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.
Hours Remaining: 12
Hourglass
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/dinketry, Lem/AbrahamZ, Brielle/20100, Varian/eddiephlash, Divine Fortune (displayed), Mist Horror
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #7: 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 ?: 0
Located/Displayed Here: Skizza/Yewstance, None

Skizza - Fungus Collector |

OFF-TURN ACTIONS:
From Holy Feast: Skizza is healed for 3: (Iomedae's Justice, Blessing of Alkenstar, Incitation). Deck shuffled. Thanks!
Skizza discards Blessing of Alkenstar (2).
Waiting for Discord perspectives. If I take my turn as-is, I kind of have to go to the Location #5: Graveyard, because I'm one of the few people in the party (along with Lem) who can't really take on the Mist Horror even with Elemental Skin, since any attempt to use Melee would leave me with an unmodified 1d4 for combat by default.

Core Varian |

Heal 1 by Varril/Moise: Crystal Ball. Then recharge Wayfinder for Urban support.
Recharge Ice Storm for Lem's Armor check.
Per chat, partially retconning Brielle's turn. Display Elemental Skin to add 1d6 and cold for Brielle's Mist Horror check. Recharge Sadomasochism to add 1d4 + 1 + 6 and traits, notably Magic. Discard E. Skin during Brielle's Recovery phase.
Hand: Death's Touch, Dust of Revealing, The Hidden Truth, Navigator Musket +1,
Displayed: Radovan,
Deck: 11 Discard: 6 Buried: 1
Current Location: Graveyard 1
Hero Points: 2
Shirt reroll: available // Varian has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Entangled:While Marked:
You cannot evade or move.When your location is closed, remove this scourge.
NOTES:
Available Support: Dust adds 2d10 to local Perception.
Movement: Follow the team to Urban locations, or follow Lem
Other: Urban support! Recharge a card to add d4 + 1 (If Arcane, add its lvl and traits) to local checks at urban locations.
Middle of Deck (Unknown Order): Swipe, Crystal Ball, Mistform ac, Blackjack's Rapier, Clairvoyance, Arnisant, Chain Lightning, The Foreign Trader
Recharged: Wayfinder, Ice Storm, Sadomasochism,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Int +2
Knowledge: Int +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +1
Charisma d6 ☐ +1 ☐ +2
Role: Acadamae Graduate
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell ([x] or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 ([x] + 1). ([x] If it is an Arcane card, add its level and you may add each of its traits.)
[x] At the start of your turn, you may draw up to # cards, then recharge that many cards.

Brielle - 勝20100 |

Redo turn
Advance the hour: The First. Hour Power: When you would fail a check, you may bury 1 card to reroll 1 die.
Give Snipper Goggle back to Skizza.
Move to #4: Graveyard.
Explore and encounter #4: Graveyard card 1: Mist Horror.
Use power and reveal crowbar to use Melee+d12, reveal Ebon Thorn to add 2, Divine Fortune adds a d6, Varrian use power and recharge Sadomasochism to add d4+7 and magic trait, play Elemental Skin to add a d6
Combat 14: 1d8 + 5 + 1d12 + 2 + 1d6 + 1d4 + 7 + 1d6 ⇒ (8) + 5 + (3) + 2 + (2) + (4) + 7 + (5) = 36
After acting: cold trait was added
Defeated thanks to the magic trait.
Reveal Improvised Monster and draw the banished monster
Discard Master Cartman to explore. Encounter card #2: Ember Ghoul.
Use power and reveal crowbar to use Melee+d12, reveal Ebon Thorn to add 2, Divine Fortune adds a d6, Elemental Skin adds a d6 and cold which trigger resistance
Combat 20−4=16: 1d8 + 5 + 1d12 + 2 + 1d6 + 1d6 ⇒ (3) + 5 + (1) + 2 + (5) + (3) = 19
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Divine Fortune adds a d6
Constitution 8: 1d8 + 1d6 ⇒ (7) + (5) = 12
End turn, draw 1 card
Hand: Improvised Monster, Ebon Thorn, Lion's Helm, Crowbar, Mist Horror, Ember Ghoul, Magic Spyglass
Displayed:
Deck: 11 Discard: 4 Buried: 2
Current Location: Graveyard #4
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Ready to avenge on monsters, barriers depends on its type
Movement: Follow lem on location closure
Other: Accessory Perk (folio) reroll unusedDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Improvised Club, Angelic Armor, Mattock, Forensic Physician, Improvised Greatclub
Recharged: Smith, Blessing of Gorum, Bloodbug Swarm, Gem of Mental Acuity, Rage Totem,
Discard Pile:Achaekek's Claws, Valet, Wayfinder, Master Cartman,
Buried Pile:Blessing of Norgorber, Cytillipede,
Skills and Powers:SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Item
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies: Weapons | ☐ ArmorPOWERS:
You may bury a card from your hand to add 1d12 ☑ +1 ☐ +2 to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ☑ 1d12 plus the card's adventure deck number; you may additionally discard it to add another 1d8 +3 and the card's traits.
☑ When you attempt a check before you act, you may use you Melee skill instead of any listed skill.

Core Varian |

Ember Ghoul AYA, Recharge Deaths touch for urban support.
Con 8: 1d4 + 1d4 + 1 + 4 ⇒ (3) + (3) + 1 + 4 = 11 Success!

Lem Z. |

Discard BoAbadar 1 to bless; Divine Fortune adds 1d6
Con 8: 1d6 + 1d6 + 1d6 ⇒ (4) + (4) + (3) = 11

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Recharge Manual of War to use Divine instead of Fortitude. Add Divine Fortune.
Divine (8) Check: 1d8 + 3 + 4 + 4 + 1d6 ⇒ (4) + 3 + 4 + 4 + (4) = 19 Auto-SUCCESS!

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED, ENTANGLED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 18, Skizza/Yewstance
Monsters
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
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
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.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Barriers
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:
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.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Core
Barrier 1
Traits:
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.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Weapons
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 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
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
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
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
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 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 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.
Armors
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 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 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 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 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Items
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
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.
Allies
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.
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 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.
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 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.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Core
Blessing 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.
Hour Power: On your check that invokes the Alchemical or Poison trait, add 1d4.
Current Hour:
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.
Hours Remaining: 12
Hourglass
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/dinketry, Lem/AbrahamZ, Brielle/20100, Varian/eddiephlash, Divine Fortune (displayed), Elemental Skin (cold - displayed)
Blessing
Traits: Harrow Suit: Books Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
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
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 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
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.
Location #7: 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 ?: 0
Located/Displayed Here: Skizza/Yewstance, None

Skizza - Fungus Collector |

Skizza starts his turn.
Hour Power: On your check that invokes the Alchemical or Poison trait, add 1d4.
I see an opportunity! One card in the Location #4: Graveyard, you sa-...
...oh. Nevermind. I was going to let Varian use Dust of Revealing to close the location before my exploration step, letting everyone (including Skizza) move to the final location. But he's Dazed, preventing Dust of Revealing from working. Oh well.
Skizza moves to the Location #5: Graveyard.
Free exploration:
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.
Skizza discards Druid of the Green Faith to draw Verdant Rager from his discards, then explore again:
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Combat: Skizza reveals Lucky Rifle +2 to use Ranged +1d12+2.
Skizza reveals Sniper Goggles to add 4.
Combat/Ranged 20/25 (Sniper Goggles): 1d10 + 3 + 1d12 + 2 + 4 ⇒ (4) + 3 + (10) + 2 + 4 = 23 -> Pass.
Harrow of Hammers: Skizza discards Iomedae's Justice from his deck.
Defeated.
Scenario: Skizza summons and encounters...
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.
Orison is acquired and displayed next to the Location #5: Graveyard.
Skizza discards Verdant Rager to explore again, adding 1d6 to his Combat and Survival checks during this exploration:
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Combat: Skizza reveals Lucky Rifle +2 to use Ranged +1d12+2.
Skizza reveals Sniper Goggles to add 4.
Combat/Ranged 19/24 (Sniper Goggles, Verdant Rager): 1d10 + 3 + 1d12 + 2 + 4 + 1d6 ⇒ (3) + 3 + (11) + 2 + 4 + (4) = 27 -> Pass; Enormous Reefclaw forces a reroll.
Combat/Ranged 19/24 (Sniper Goggles, Verdant Rager): 1d10 + 3 + 1d12 + 2 + 4 + 1d6 ⇒ (7) + 3 + (1) + 2 + 4 + (6) = 23 -> Pass.
Defeated.
Skizza sends Angelstep to Recovery to heal 1d4 + 1 ⇒ (4) + 1 = 5 cards.
Skizza is healed for 5: (Laboratory Coat, Hawkmoon Bow, Iomedae's Justice, Orison, Druid of the Green Faith). Deck shuffled.
Well, a strong heal like that buys me some extra safety, so...
Skizza discards Blessing of Nivi Rhombodazzle to explore again:
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.
Skizza buries Boors to draw a random melee weapon, then a new ranged weapon, then keeps...
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.
Skizza ends his turn.
Skizza attempts to recover all cards in his Recovery pile.
Angelstep: Craft 8 (Hour): 1d10 + 5 + 1d4 ⇒ (2) + 5 + (3) = 10 -> Angelstep reloaded (Skizza Character Power).
Skizza resets his hand, choosing to discard Sage's Journal.
"
Hand: Lucky Rifle +2, Limning Starknife, Hawkmoon Bow, Laboratory Coat, Angelstep, Sniper Goggles, Vine Leshy, Druid of the Green Faith, Orison,
Displayed: Pathfinder Bodyguard (+Feat),
Deck: 6 Discard: 5 Buried: 5
Hero Points: 1
Supporter Feats: Pathfinder Bodyguard, Ketrik, Boors, Moise
NOTES:
Available Support: Limning Starknife - Freely recharge to add +1d4+1 to a local combat check
Hawkmoon Bow - Freely discard to add +1d4 to a distant combat check
Lucky Rifle +2 - Freely bury to add +1d4+1 to a distant combat check post-roll
Orison - Discard/Recharge to bless a local check
Pathfinder Bodyguard - Bury to let any character (local or distant) avenge any encounter, and add +1d6 to checks during the avenged encounter, or reduce damage to a local character to 0
Ready to Avenge
Movement: Move with Lem. If Lem moves to the Base, move with Varian instead.
Other: If Varian wants, he can explore, letting someone avenge him to defeat whatever the story bane is (note that anyone, including Skizza, can avenge with bonuses thanks to Pathfinder Bodyguard).
Middle of Deck (Unknown Order): Blessing of Alkenstar, Incitation, Cloud Puff, Blessing of Milani, Iomedae's Justice
Recharged: Dryad Sandals,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Item
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Weapon
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([ ] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
[ ] At the start of your turn, you may discard ([ ] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.
4A Reward: After you use the Base's power to recharge cards, you may move or shuffle your deck.
4B Reward: When you close a location and move to the Base, you may immediately explore it once.

Core Varian |

Start turn. Hour is The Healing Light. Draw #=5 cards:
Hand: Dust of Revealing, The Hidden Truth, Navigator Musket +1, Arnisant, Clairvoyance, Crystal Ball, Mistform ac, Blackjack's Rapier,
Displayed: Radovan,
Deck: 8 Discard: 6 Buried: 1
Recharge: All but Musket, Rapier, and Mistform. Give Navigator Musket +1 to Varril.
Explore last card: Mithrodar the Chained. Well, I held on to Mistform to try to avoid this, but its incorporeal. Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced. Divine Fortune adds d6.
Cha 6: 2d6 ⇒ (2, 4) = 6
Take the Divine check. Recharge Mistform for Urban support. Lem can double bless with Gluttony. Divine Fortune another d6.
Divine 13: 3d4 + 1d4 + 1 + 3 + 1d6 + 4 ⇒ (4, 1, 1) + (4) + 1 + 3 + (2) + 4 = 20 Success!
Blessed, so the thing stays dead.
Attempt to close. Encounter Zombie Minion. Reveal Rapier. DF.
Combat 9 (14): 1d8 + 1 + 1d6 + 2 + 1d6 ⇒ (8) + 1 + (2) + 2 + (2) = 15
Do the same for second combat, and also ask for Skizza's Bow and a recharge from Lem. (Maiden helm?) Also recharge my rapier for urban support
Combat 11 + # = 16 (21): 1d8 + 1 + 1d6 + 2 + 1d6 + 1d4 + 1d4 + 2 + 1d4 + 1 ⇒ (1) + 1 + (4) + 2 + (3) + (2) + (1) + 2 + (3) + 1 = 20 Success! Hammers discards top card: Foreign Trader.
Graveyard closed! New undead sent to other Graveyard. Remove my Entangled. Move to remaining Graveyard upon closing.
End turn. Recovery, recharge Elemental Skin. Reset hand, drawing 8
Hand: Swipe, Chain Lightning, Ice Storm, Sadomasochism, Death's Touch, Wayfinder, Dust of Revealing, The Hidden Truth,
Displayed: Radovan,
Deck: 6 Discard: 6 Buried: 1
Current Location: Graveyard
Hero Points: 2
Shirt reroll: available // Varian has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
NOTES:
Available Support: Dust adds 2d10 to local Perception.
Movement: Follow the team to Urban locations, or follow Lem
Other: Urban support! Recharge a card to add d4 + 1 (If Arcane, add its lvl and traits) to local checks at urban locations.
Middle of Deck (Unknown Order): 0
Recharged: Arnisant, Clairvoyance, Crystal Ball, Mistform ac, Blackjack's Rapier, Elemental Skin,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Int +2
Knowledge: Int +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +1
Charisma d6 ☐ +1 ☐ +2
Role: Acadamae Graduate
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell ([x] or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 ([x] + 1). ([x] If it is an Arcane card, add its level and you may add each of its traits.)
[x] At the start of your turn, you may draw up to # cards, then recharge that many cards.

Lem Z. |

On Varian's turn:
BA Cha 6, Divine Fortune: 1d12 + 4 + 1d6 ⇒ (12) + 4 + (1) = 17
Discard Urgathoa's Gluttony 1 to bless Varian's check.
Recharge Maiden's Helm to Lem-aid Varian.
Move with everyone else to the other Graveyard when the location closes. Note that Divine Fortune is still displayed (it's not location specific).

![]() |

Off-turn #1: accept the return of Navigator Musket +1 - thanks!
Off-turn #2: BYA check vs Mithrodar. Divine Fortune in play.
Charisma (6) Check: 1d10 + 1d6 ⇒ (5) + (3) = 8 SUCCESS!

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 20, Varril/dinketry
Monsters
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Barriers
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Weapons
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
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 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 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.
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:
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.
Armors
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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.
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 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Allies
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Ally 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 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 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:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: 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 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hour Power: On your blessed check, you may reroll any dice showing 1.
Current Hour:
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hours Remaining: 10
Hourglass
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/dinketry, Lem/AbrahamZ, Brielle/20100, Skizza/Yewstance, Varian/eddiephlash, Divine Fortune (displayed)
Blessing
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
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
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.
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 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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.

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The hour is Irori's Mastery. Move with everyone to the last remaining Graveyard.
The wizard dismisses the spectre possessing the ancient family mausoleum in the northwestern corner of the Ardis graveyard, leaving only the northeastern corner unhallowed. The ratfolk had scouted out the grounds, warning the team as they arrived of the presence of numerous restless souls.
"We must do this!" Varril announces boldly. "For Ardis and her people - we will let neither rakshasa scheme nor the taint of the Whispering Tyrant rule over this city. It is our fortune!"
Recharge Fortune-teller and choose bane. Examine top card: Roc! That's a bonus explore! Recharge Weapon of Awe to use Divine instead of Ranged and use my crossbow. Divine Fortune still in play.
A giant-sized bird-like corpse bearing one broken skeletal wing cries out suddenly, racing at Varril, its undying sharp beak aimed at the inquisitor's head!
Divine (19/24) Check: 1d8 + 3 + 4 + 4 + 1d8 + 1 + 1d8 + 1d6 ⇒ (4) + 3 + 4 + 4 + (7) + 1 + (1) + (6) = 30 SUCCESS! No harrows nonsense. Take my regular explore: Vortex of Madness.
Varril's divine crossbow bolt explodes the thing's head, but the trap is triggered. A malevolent enchantment radiates out from the trojan attack, promising to scramble Varril and then his colleagues' brains! Varril cries out for Shelyn's timely aid!
Divine Fortune in play. The musket adds a boost as well.
Divine (13) Check: 1d8 + 4 + 3 + 4 + 1d6 + 1d6 ⇒ (6) + 4 + 3 + 4 + (6) + (6) = 29 SUCCESS!
A rainbow blossoms out in a sphere around Shelyn, dispelling the insanity enchantment and bathing the scene in multiple hues of brilliant colour.
"Forward, team!" Varril shouts.
End turn. Reset hand.
Hand: Object Reading, Deathbane Light Crossbow +1, Shield of Faith, Navigator Musket +1, Vizier, Blessing of Shelyn, Iomedae's Justice,
Displayed:
Deck: 13 Discard: 2 Buried: 2
Hero Points: 0
NOTES:
Available Support: Varril gives +4 to any other local Divine checks. Object Reading available.
Movement: Blessings are free to use. Move me with Lem.
Other: I can recharge a card at the start of my turn to heal a local character (i.e. recharge randomly) one card.
Middle of Deck (Unknown Order): Lady Luck, Blessing of the Lady of Graves, Blessing of Achaekek, Confidence Boost, Disrupting Rapier +1
Recharged: Blessing of the Eternal Rose, Lady of Valor, Detect Thoughts, Phoenix Tail, Manual of War, Fortune-Teller, Weapon of Awe,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +3
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Role Card: Incorruptible
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Divine (X Weapon)
X
POWERS:
At the start of the first explore step of your turn, you may recharge a card to allow another character at your location to recharge a random card (☐ or 2 random cards) from her discard pile.
When you attempt any check, you may discard (X or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location. (☐ If the discarded card is a blessing, you may recharge it instead.)
☐ You may recharge a card that has the Divine trait to add 1d4 (☐ +1) to your non-combat check.
[X] Add 2 ([X] 4) to a check by another character at your location ([X] or your check) that invokes the Divine trait.
☐ Your blessing that has the Shelyn trait adds d12 instead of the normal die.
[X] [X] [ ] Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

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Off-turn: at the top of Lem's turn, I will display Shield of Faith next to him. It lasts until Varril's next turn.
"My Shelyn bless you, Lem!"
I can display a blessing (if I have one) to activate this if needed.

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During This Adventure:
Harrow Suit for this Scenario: Shields
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.
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.
Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson
Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any
Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: Build a number of Graveyard locations equal to the number of characters.
While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
When you close your location, discard any blessings displayed next to it.
Additional Rules: There is no villain. The closing henchmen are Mithrodar the Chained, Danse Macabre, Mandraivus, and the Wraith (Henchman Proxy A).
When you encounter the danger, roll 1d6: 1-2 is the Ancient Skeleton; 3-4 is the Wight; 5-6 is the Wraith.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
WILDCARDS:
Turn Order: Skizza, Varian* (DAZED), Varril, Lem, Brielle
Danger:
Story Bane
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##OR
Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Scenario Level (#): 5
Turn: 21, Lem/AbrahamZ
Monsters
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Barriers
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.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Barrier 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 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 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
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 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
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.
Spells
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 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
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 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
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.
Items
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 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 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 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
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.
Allies
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:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 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 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
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.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 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 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
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.
Hour Power: On your check, the first item or ally played is played freely.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hours Remaining: 9
Hourglass
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
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.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varril/dinketry, Lem/AbrahamZ, Brielle/20100, Skizza/Yewstance, Varian/eddiephlash, Divine Fortune (displayed)
Blessing
Traits: Divine
When this is the hour: No effect. To Acquire: Wisdom Divine 2
On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore.
Core
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 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
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 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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.

Lem Z. |

Off turn: Varril displays Shield of Faith next to Lem (thanks!)
It is the hour of The Twin
Hour Power: On your check, the first item or ally played is played freely.
Start of Turn: send Divine Fortune to Recovery
Ask Varril to send Object Reading to Recovery.
Cards 1,2,3, are Chimera, Ghost, Flanking Attack. Reorder as: Ghost, Chimera, Flanking Attack.
Location Power: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Free exploration
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.
Varril adds +4 to Divine
Draw displayed Mantle of Life to add 1d6 and the Magic trait
Divine 6+5=11: 1d12 + 6 + 4 + 1d6 ⇒ (10) + 6 + 4 + (3) = 23 Banished
(Re)display Mantle of Life.
Discard Blessing of Abadar 2 to explore
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.
Display Mist Horn, which prevents the BA 1 Fire dmg to every local character.
Reveal Deathbane Light Crossbow +1 (which adds an additional 1d8 because the Chimera is undead)
Combat 9 (14): 1d8 + 1d8 + 1 + 1d8 ⇒ (1) + (6) + 1 + (1) = 9
Harrow of Hammers: discard the Paladin
Combat 10 (15): 1d8 + 1d8 + 1 + 1d8 ⇒ (6) + (2) + 1 + (6) = 15
Ask Skizza to freely recharge Limning Starknife
Combat 11 (16): 1d8 + 1d8 + 1 + 1d8 + 1d4 + 1 ⇒ (5) + (3) + 1 + (2) + (1) + 1 = 13
Recharge Moon Maiden Armor to add 1d6
MMArmor: 1d6 ⇒ 5 No Harrow of Hammers
End turn
Recovery Phase: let Divine Fortune go to discards.
Reset Hand
Lem after hand reset power: discard Soothing Word to draw Divine Fortune from discards.
Start of Brielle's turn: display Divine Fortune
Restorative Touch on Varian: 1d4 + 1 ⇒ (3) + 1 = 4
Varian heals 4 and removes Dazed.
Wand of Restorative Touch on Lem: 1d4 + 1 ⇒ (2) + 1 = 3 Lem heals 3
At the end of Brielle's turn:
Let Restorative Touch go to Discards.
Recharge Wand of Restorative Touch, Divine 12, Varril, Divine Fortune: 1d12 + 6 + 4 + 1d6 ⇒ (3) + 6 + 4 + (6) = 19
Hand: Deathgrip (Core), Deathbane Light Crossbow +1, Urgathoa's Gluttony 2, Erastil's Eye, Wayfarer,
Displayed: Corpse Plate, Mantle of Life, Divine Fortune, Mist Horn (Core),
Deck: 9 Discard: 4 Buried: 2
Current Location: Graveyard 5
Hero Points: 2; Paizo tshirt reroll Available
NOTES:
Available Support: Divine Fortune is displayed: +1d6 on all checks local to Lem.Mist Horn is displayed: reduces all damage at that location by 1d4+1 until the start of Lem's next turn.
Erastil's Eye:
U'sGluttony: double bless vs undead or Fort
Mantle of Life: On a local check against an Incorporeal bane, Lem may draw this card to add 1d6 and the Magic trait.
Movement: If my location closes: Lem sticks with Varril when possible
Other: Lem can recharge a card to add 1d4+2 to a check by another character at his location. - order of preference is: take from the bottom of the list and go up. Mist Horn and higher: check with me first.Lem's blessings on non-combat Wis/Cha add d12 instead of normal die.
If anyone acquires a relatively useless Spell, pass it to me for Lem's power to spam Restorative Touch/Divine Fortune/Holy Feast.
Middle of Deck (Unknown Order): The Paladin, Lightning Bolt (Core), Blessing of Abadar 1, Moon Maiden Armor, Holy Water (Core), Divine Blaze (Core), Djinn, Maiden's Helm
Recharged: Wand of Restorative Touch, Wayfarer,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Knowledge Intelligence +2
Wisdom d6 ☐ +1
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane Charisma +2
Diplomacy Charisma +2
Divine Charisma +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Instrument
POWERS (Role: Tent Preacher):
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([X]+1) ([X]+2) (☐+3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
☐ Add 2 (☐ 4) to your check to recharge (☐ or acquire) a spell that has the Divine trait.
[X] When you play a blessing on a non-combat Wisdom or Charisma check, you may add a d12 in place of the normal die.
☐ You may recharge a spell that has the Divine trait to draw a card.
☐ When you would recharge a card, you may shuffle it into your deck instead.

Core Varian |

Discard Hidden Truth upon closing Graveyard on previous turn.
"Thanks for the refresh, Lem. Don't know what we'd do without you!"
Varian is healed for 4: (Shadowless Sword, Pharasma's Knowing, Elyana, The Hidden Truth ac). Deck shuffled. Dazed removed.
Hand: Swipe, Chain Lightning, Ice Storm, Sadomasochism, Death's Touch, Wayfinder, Dust of Revealing, The Hidden Truth,
Displayed: Radovan,
Deck: 10 Discard: 3 Buried: 1
Current Location: Graveyard
Hero Points: 2
Shirt reroll: available
NOTES:
Available Support: Dust adds 2d10 to local Perception.
Movement: Follow the team to Urban locations, or follow Lem
Other: Urban support! Recharge a card to add d4 + 1 (If Arcane, add its lvl and traits) to local checks at urban locations.
Middle of Deck (Unknown Order): Clairvoyance, Arnisant, Mistform ac, The Hidden Truth ac, Elemental Skin, Pharasma's Knowing, Elyana, Shadowless Sword, Crystal Ball, Blackjack's Rapier
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Int +2
Knowledge: Int +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +1
Charisma d6 ☐ +1 ☐ +2
Role: Acadamae Graduate
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell ([x] or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 ([x] + 1). ([x] If it is an Arcane card, add its level and you may add each of its traits.)
[x] At the start of your turn, you may draw up to # cards, then recharge that many cards.