Count Jeggare |
Off turn, The Real Rabbit Prince appears in Discard. And in case it wasn't clear last time, was unaffected by withering with nothing in discard until after Recovery
Hour of The Bear
On your Strength check, add 2.
Start of turn draw Zellara's Harrow Deck and Grave Tender, then recharge Flame Staff and The Midwife
Free explore and encounter Korvosan Dandy
Charisma 9: 1d6 ⇒ 4 Banished!
Send Zellara's Harrow Deck to recovery to examine Cell:
Cell Card 2: Ill Tidings
Cell Card 3: Glamered Leather Armor
Cell Card 4: The Empty Throne
Arrange 342
Banish Soothing Word to Recovery to heal Magic Eye
Discard Grave Tender to explore and encounter Glamered Leather Armor
Harrow. Urban: Recharge Enervation
Constitution 7: 1d4 + 1d4 + 1d4 ⇒ (4) + (1) + (3) = 8 Acquired!
Discard Cult Acolyte to shuffle the top card of the Hourglass, Iomedae's Justice into Cell, and explore...
Shuffle explore, 11=Iomedae's Justice: 1d10 + 1 ⇒ (4) + 1 = 5 Encounter Cell Card 5: Ghast
Harrow. Urban: Recharge Glamered Leather Armor
Constitution 6: 1d4 + 1d4 + 1d4 ⇒ (4) + (1) + (4) = 9
Banish Deathgrip to recovery. Discard/Bury The Survivor, healing Cult Acolyte
Combat 13+6: 1d12 + 4 + 2d8 + 1d12 ⇒ (5) + 4 + (8, 5) + (11) = 33 Banished!
End of Turn: Withering buries Grave Tender
Varian attempts to recover all cards in his Recovery pile.
Hour is Harrow
Zellara's Harrow Deck: Perception 12: 1d6 + 1 + 1d4 ⇒ (1) + 1 + (4) = 6 -> Zellara's Harrow Deck discarded.
Before reset recharge Soothing Word
Varian resets his hand.
Eight unpleasant-looking beds stand here. Their sharp iron frames are threaded with worn manacles and stained leather straps. Several are occupied by obviously unwilling patients; all are bound and in various states of consciousness, and their combined moans murmur throughout the room. Between them stand several small tables strewn with gore-soaked pans, flasks of mysterious fluids, and all manner of cruel-looking cutting instruments. A sizable brown-crimson stain covers much of the eastern wall, as if all the blood from a body once held there had exploded forth in a single violent eruption.
It's difficult to believe, but the patients here are even worse off than those found above. A couple of Varian's servants are waiting for he and Radovan as they arrive at the Operating Room. Varian thinks he recognize a Karvosan Dandy that he once met at a party, but the poor soul is too far gone to even contemplate rescuing. As fate would have it, the dandy's jerkin is neatly packed nearby. Surely their next of kin would have use for it.
There's plenty to investigate here but none of it is to Varian's liking. His pet cultist often stirs the right kind of trouble. As Varian prepares himself, the cultist breaks the lock to the corridor of patient cells. With that, a former patient turned Ghast lunges into the Operating Room. Varian holds a cloth to his face to guard against the stench while Radovan taunts and dodges the foul creature. Having gotten his bearings, Varian pulls out one his newly found scrolls. Upon chanting the sickening words, ghostly tentacles fly out from Varian's personage and wrap around the ghast constricting and crushing it until the undeath is squeezed completely out of it.
"That's new," Radovan smirks riley.
"Indeed. Now let us see if there is anyone worth saving," Varian replies preparing to go in the patient cells.
Hand: Shadow Barbs, Cult Acolyte, Asmodeus's Tyranny, Lightning Bolt, Spellbook, Enervation, Bound Imp ,
On Zadim's turn, display Bound Imp to draw Life Drain and Magic Eye
Varian attempts to recover all cards in his Recovery pile. Reveal Spellbook
Bound Imp : Arcane 8: 1d12 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11 -> Bound Imp recharged.
Hand: Shadow Barbs, Enervation, Spellbook, Asmodeus's Tyranny, Cult Acolyte, Life Drain, Magic Eye, Lightning Bolt,
Displayed: Radovan (Core),
Deck: 9 Discard: 3 Buried: 2
Current Location: Cell
Hero Points: 2
NOTES:
Available Support:
Enervation: Combat Check - reduce difficulty by 2d4Asmodeus's Tyranny: Recharge/Discard to Bless, don't miss!
Movement: Cell
Other: Urban Local: Add 1d4 to any check in order listed.
Middle of Deck (Unknown Order): The Midwife, Shield Cloak, Glamered Leather Armor, Sage's Journal, Flame Staff, The Foreign Trader, Codex
Recharged: Soothing Word, Bound Imp ,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Status Link
Most Recent BR Refresh
Hourglass is off by 1
Additional Info 1: Hourglass 2: Iomedae's Justice shuffled into Cell
Hakon - Lair 1-6 remain
Zova - Shrine 4-6 remain
Zadim - Oubliette 1-9 remain
Pits 1-10 remain
Varian - Cell Shuffled 2,4, 6-10, Iomedae's Justice remain // Iomedae's Justice, The Empty Throne, Ill Tidings
Zadim - Maelwys |
Turn 7, under the Blessing of Desna's Freedom
On each check, the first blessing played to bless may be played freely.
Zadim continues to explore the guard house, looking for any other allies that wizard might've had nearby. As he's peeking around a door, he's suddenly enveloped in an ochre mist. It seems to hover for a moment around him, before coalescing around a small jar that he keeps in his belt pouch, containing a spider that he occasionally milks for its deadly venom. When it moves away from the jar again, Zadim can see that the spider is curled up dead... this mist has sucked the very life essence from it, strengthening itself in the process. He jumps back away from the mist, realizing what it is, and draws his rapier.
Free Exploration - Oubliette #1: Vampiric Mist
Before acting, bury Spider. Difficulty increased by: 1d8 ⇒ 8
Reveal Humanbane Rapier for combat. Recharge Scorpion Whip to add Stealth
Check to Defeat - 12+8=20: 1d8 + 4 + 1d6 + 1 + 1d8 + 4 ⇒ (8) + 4 + (6) + 1 + (4) + 4 = 27 - Defeated.
With some skilled sword work, made even more impressive by the fact that he's slashing at a cloud of mist, Zadim manages to disperse the ... creature? Continuing to look around, he spots a harrow card on the ground. Although he doesn't know much about harrow cards, and doesn't recognize this one at all, he does notice that it is of the suit of Shields, which is supposed to be a good omen this month. Hopefully, that holds...
Discard Blessing of Abadar to explore - Oubliette #2: The Mountain Man
Harrow suit +1d4. Reveal Blessing of Wadjet to add +1d4.
Check to Acquire - Constitution 4+3=7: 1d8 + 1d4 + 1d4 ⇒ (8) + (4) + (4) = 16 - Acquired
Trying the next door, he finds the guard post armoury. A good omen, indeed! Quickly scouring the walls for any weapons that might suit him, he spots a very sharp and well balanced starknife. He tosses it in the air a few times to test the heft of it, and finding it quite impressive he slips it into his pack.
Discard The Mountain Man to explore - Oubliette #3: Keen Starknife
Reveal Blessing of Wadjet to add +1d4.
Check to Acquire - Acrobatics 12: 1d8 + 4 + 1d4 ⇒ (4) + 4 + (4) = 12 - Acquired
Continuing to look through the armoury, Zadim spots a throwing axe. Unfortunately when he tries to toss it into the air to test it out, it clambers loudly to the floor. Not nearly as well balanced... and now he's made noise. Zadim curses himself for getting carried away his haul here, and quickly leaves the room, on guard for anybody else that might've been attracted to the loud sound.
Discard Blessing of Wadjet to examine - Oubliette #4: Returning Throwing Axe. Then explore.
Check to ACquire - Dexterity 10: 2d8 + 2 ⇒ (2, 2) + 2 = 6 - Failed, banished.
Display Armor of Insults. End turn, burying: 1d7 ⇒ 6 The Mountain Man. Draw 4 to reset my hand. Draw 4 to reset my hand.
Hand: Humanbane Rapier, Keen Starknife, Blowgun, Venomous Fighting Fan +1, Studded Leather Armor, The Joke,
Displayed: Armor of Insults,
Deck: 5 Discard: 6 Buried: 3
Hero Points: 2
NOTES:
Available Support: Any Craft, Diplomacy, Disable or Stealth: Discard (unhallowed) The Joke to bless
Movement: Keep me with the group
Other: 2D Shirt Reroll NOT Used
Middle of Deck (Unknown Order): Daggermark Poisoner, Shuriken +1, Spider Venom
Recharged: The Sickness (Harrow), Scorpion Whip,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Status Link
Most Recent BR Refresh
Hourglass is off by 1
Additional Info 1: Hourglass 2: Iomedae's Justice shuffled into Cell
Hakon - Lair 1-6 remain
Zova - Shrine 4-6 remain
Zadim - Oubliette 5-9 remain
Pits 1-10 remain
Varian - Cell Shuffled 2,4, 6-10, Iomedae's Justice remain // Iomedae's Justice, The Empty Throne, Ill Tidings
Hakon - Story Seeker |
Hakon starts his turn.
Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
Hakon stays at the Lair.
Free exploration:
Core
Story Bane 1
Type: Monster
Traits:
Cultist
Human
Veteran
To Defeat:
Combat 10+##
OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Diplomacy 13 (Lair, Bless*2): 1d8 + 3 + 2d8 ⇒ (4) + 3 + (6, 4) = 17 -> Pass.
After Acting (Scenario Rule): Constitution 5 (Adventure Rule): 1d8 + 1d4 ⇒ (1) + (2) = 3 -> Fail; Hakon becomes Plagued.
Defeated.
Hakon fumbles in the dark for his torch, keeping his weapons close to hand. Finally, his hand closes around the familiar, warm wood and light is summoned into the lair-like cavern one strike of flint later. Raising the torch high, Hakon inspects the decapitated ghoulish bat to ensure there are no lingering signs of unlife, then cautiously peers upwards for any more enemies.
Instead of finding more enemies, he hears some kind of muffled, fearful noise. Following cautiously, he sees someone huddled in a stony corner under a bundle of rags, hiding from the torchlight with panicked breaths.
"It's okay, it's okay. I'm not here to hurt you. I'm with the guard, with the city. We can get you out of here..." Hakon comforts them, cautiously leaning the torch across some nearby stones to free up his hands and lessen the severity of the light. He holds one of his sabers in his hand, but low and half-behind his leg, wary but trying to approach nonthreateningly. The individual is so covered that he can't tell what they are, but they're clearly in a state of panic.
"Shield your eyes from the light if you must, but please show me your hands. I can bring you to safety..." Hakon promises, remaining a few feet away. The bundle of rags stirs, and a shaky hand emerges from the shifting mound.
Dead, pustule-ridden skin drawn skeletal fingers.
Closing Henchman defeated: Hakon attempts to close the Lair.
Hakon buries Bodyguard to his character power to add his Diplomacy to his Strength check.
Melee 7 (Hakon): 1d10 + 2 + 1d8 + 3 ⇒ (8) + 2 + (8) + 3 = 21 -> Autopass; Lair closed!
Hakon moves to the Pits.
Besieged: Hakon suffers 1 damage and discards Double Chicken Saber +1.
Hakon reaches for his second saber but the... thing is so much faster than he could have foreseen, as some plagued, monstrous cultist-thing that may have once been human throws off the ragged disguise it wore over its threadbare Urgathoan robes and lunges for Hakon's neck with surprising strength. Unable to bring his swords to bear in time Hakon drops them as he grabs at the creature's bony wrists, struggling and stepping backwards as its horrible, decaying visage spews ichor over his lips and beard.
Spitting and retching, Hakon punches and struggles at the monster, stepping back again-
-into nothing, falling backwards into a pit amidst the stone. The cultist falls with him, still clutching at Hakon's neck, but Hakon kicks out with a leg, his armored boot hitting stone, and spins them both as they fall, and all of a sudden all of the motion stops as Hakon crumbles into the creature, crushing it under his armor as they suddenly hit land.
Hakon struggles away from the broken, plagued now-corpse and struggles to his feet, dizzy, bruised and vomiting. His head spins, his heart beats fast, he struggles for air between his vomiting and winded stomach, and the dark itself feels almost as constricting as the bony hands previously wrapped around his throat. After emptying his guts, he thumps his chest and claps his hands together, centering himself even he sweats and tries to spit out the rest of his bile. He can still see the traces of light coming from the torch above, and guesses he fell in a pit no more than 20 feet deep at most. Not only is the pit wide enough to move about in, but as his eyes readjust to the dark he can see passages leading out of this deeper portion to the pit.
He can worry about whatever sickness he was exposed to once he finds a way back to the others.
Hakon ends his turn.
Withering: Hakon randomly buries Explorer's Pith Helmet from his discards.
Plagued: Fortitude 5 (Adventure Rule): 1d8 + 1d4 ⇒ (1) + (3) = 4 -> Fail; Hakon buries Commune (Core) from the top of his deck.
Hakon resets his hand.
Hand: Blessing of Kofusachi, Divine Insight (Core), Good Omen (Core), Gray Maiden Plate, Fencer,
Displayed:
Deck: 7 Discard: 1 Buried: 7
Hero Points: 2 // Hakon has the following scourges marked:Plagued:While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
NOTES:
Available Support: Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
Blessing of Kofusachi (Unhallowed) - Bury to bless a check, Discard if hour has a Constitution CtA. Only use in an emergency.
Good Omen - Discard to add 1d6+1 to a check to acquire or close
Fencer - Recharge to encounter a monster on behalf of a local character
Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you choose otherwise.
Other: If the Hour has a Constitution CtA, or BEFORE a character explores at Hakon's location, Hakon will discard/recharge Blessing of Kofusachi to search and draw Glorious Warhammer from his deck.
Middle of Deck (Unknown Order): Priest of Pharasma, Shining Wayfinder, Blessing of Wadjet, Glorious Warhammer, Sacred Candle (2), Chain Mail (Core), Cure (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.
Zova, Shoanti Wanderer |
Hour of The Brass Dwarf (The first time you discard cards as damage this turn, recharge 1 of them instead.) Move to Pits, making use of the Hour power to recharge Aspect of the Frog for the damage. Then send Balmberry to recovery to heal Hakon 1 card and get rid of his Plagued scourge.
Explore Pits. Pits 1: Magic Spiked Breastplate. Reveal Erutaki Coat to add 1. Adventure power adds 1d4. Fortitude 8: 1d8 + 1 + 1 + 1d4 ⇒ (2) + 1 + 1 + (1) = 5 I'm inheriting Hakon's luck it seems. It's banished, and I discard Blessing of the Green Faith to the damage. Discard Sands of the Hour to examine the next card and optionally explore. It's Lady Andaisin (the villain), choose to not explore. Given the storybook power, we want to close as many other locations as possible before tackling her.
Withering hits Sands of the Hour. Recover Balmberry: reveal Erutaki Coat to add 1. Survival 8: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Use my accessory reroll on that. Survival 8: 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13 Recharged.
Zova hears a crashing sound coming from one of the tunnels connected to the shrine. Worrying that her presence may now be known, she heads there to investigate and perhaps ambush whatever may be on their way to her. However, rather than an enemy, she finds Hakon clutching his stomach and with a rather pale face.
Trying not to surprise the skald, she slowly makes her presence known before offering some berries she has been keeping on her for such an occasion. "Here, try these. They should help get you back on your feet in no time!"
A heap of rubble lies around Hakon, and a suit of armor barely sticking out of it catches Zova's eye. Zova manages to cut herself a bit pulling it out, only to discover to her dismay that it is only a small piece of a full suit, having been torn into pieces. Before she can investigate the rest of the pile, Zova hears footsteps coming from further down the tunnel. She has just enough time to warn Hakon so the two of them can hide as a cultist comes charging through.
The cultist seems well-dressed and has an air of authority about her, no doubt the leader of the group down here. Zova thinks to herself that it would be best to gather the others before taking this girl on, as a miscalculation would not only result in their deaths, but also likely undeaths as part of the Cult of Urgathoa's growing army of plague-spreading zombies.
Hand: Sedja, Erutaki Coat, Fire Gecko, Blessing of Ketephys, Amulet of Mighty Fists, Sarenrae's Light, Stone Weasel,
Displayed:
Deck: 8 Discard: 3 Buried: 4
Current Location: Pits
Hero Points: 1
CCT-2D Playmat: available
CCT-2D Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Sarenrae's Light: If local to Zova, recharge to heal a card.
Ask in Discord before using:
- Blessing of Ketephys: Bury (Unhallowed) to bless; twice if the check invokes the Animal trait. Feel free to use against closing henchmen or on closing check.
Movement: Move with party unless stated otherwise in post
Middle of Deck (Unknown Order): Dog
Recharged: Angelstep, The Wanderer, Stone Axe +1, Aspect of the Hawk, Cloud Puff, Aspect of the Frog, Balmberry,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
-
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☑ or to evade your encounter).
Status Link
Most Recent BR Refresh
Hourglass is off by 1
Notes for Hakon: Healed 1, get rid of Plagued
Additional Info 1: Hourglass 2: Iomedae's Justice shuffled into Cell
Shrine 4-6 remain
Zadim - Oubliette 5-9 remain
Hakon, Zova - Pits 2-10 remain // 2 = Lady Andaisin (VILLAIN)
Varian - Cell Shuffled 2,4, 6-10, Iomedae's Justice remain // Iomedae's Justice, The Empty Throne, Ill Tidings
Count Jeggare |
Hour of Asmodeus's Tyranny
When you fail a check, you may bury your hand and discards to reroll.
Free explore and encounter...
Shuffle explore, 11=Iomedae's Justice: 1d10 + 1 ⇒ (4) + 1 = 5 reroll
Shuffle explore, 11=Iomedae's Justice: 1d10 + 1 ⇒ (2) + 1 = 3 reroll
Shuffle explore, 11=Iomedae's Justice: 1d10 + 1 ⇒ (10) + 1 = 11 Iomedae's Justice
Recharge Cult Acolyte. Then search the hourglass and pull The Waxworks and shuffle it into Cell. Urban: Recharge Shadow Barbs
Divine 4+2: 1d4 + 1d8 + 1d4 ⇒ (1) + (2) + (4) = 7 Acquired!
Banish Magic Eye to Recovery to Examine...
Shuffle examine, 11=The Waxworks: 1d10 + 1 ⇒ (2) + 1 = 3 reroll
Shuffle examine, 11=The Waxworks: 1d10 + 1 ⇒ (2) + 1 = 3 reroll
Shuffle examine, 11=The Waxworks: 1d10 + 1 ⇒ (6) + 1 = 7 Leukodaemon (Story Bane)
Shuffle examine, 11=The Waxworks: 1d10 + 1 ⇒ (1) + 1 = 2 Ill Tidings
Shuffle examine, 11=The Waxworks: 1d8 + 3 ⇒ (8) + 3 = 11 The Waxworks. Too bad I can't put you on top.
Discard Iomedae's Justice to explore and encounter Leukodaemon
Iomedae's Justice. Urban: Recharge Lightning Bolt
Acrobatics 6: 1d8 + 1 + 1d4 + 1d4 ⇒ (8) + 1 + (2) + (1) = 12
Banish Life Drain to Recovery and heal The Real Rabbit Prince . Iomedae's Justice. Urban: Recharge Enervation
Combat 14: 1d12 + 4 + 2d4 + 1d4 + 1d4 ⇒ (3) + 4 + (1, 4) + (3) + (2) = 17 Banished!
Attempt to close. Reload Radovan.
Knowledge Disable 6+2: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Closed and draw new ally: Archer
Move to Shrine. Besieged: Discard Archer as damage.
Discard Spellbook to heal Deathgrip
Withering: Bury Spellbook. And just now I remembered by start of turn power...oh well, I'll take the turn the way it is.
Recovery: Discard Magic Eye and Life Drain. Before Reset, recharge Life Drain
Hand: The Midwife, Asmodeus's Tyranny, The Foreign Trader, Enervation, Codex, Sage's Journal, Glamered Leather Armor,
Displayed:
Deck: 11 Discard: 4 Buried: 3
Current Location: Shrine
Hero Points: 2
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+4)Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+4)
Enervation: Combat Check - reduce difficulty by 2d4
Asmodeus's Tyranny: Recharge to Bless, don't miss!
Movement: Oubliette
Other: Urban Local: Add 1d4 to any check in order listed.
Middle of Deck (Unknown Order): Shield Cloak, Radovan (Core), The Real Rabbit Prince , Lightning Bolt, Bound Imp , Deathgrip, Flame Staff, Soothing Word, Cult Acolyte, Shadow Barbs
Recharged: Life Drain,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Status Link
Most Recent BR Refresh
Hourglass is off by 1, and shuffled after Asmodeus's Tyranny
Notes for Hakon: Healed 1, get rid of Plagued
Random Card(s) Used: Ally 1
Additional Info 1: Hourglass 2: Iomedae's Justice (Acquired!) and Hourglass 23: The Waxworks shuffled into Cell, then banished when Cell closed. Hourglass Shuffled after the Hour of Asmodeus's Tyranny
Varian - Shrine 4-6 remain
Zadim - Oubliette 5-9 remain
Hakon, Zova - Pits 2-10 remain // 2 = Lady Andaisin (VILLAIN)
Will add flavor tomorrow
Count Jeggare |
Flavor text!
Having somehow escaped unharmed from the patient-turned-ghast, Varian's returns to the operating room with well worn sigil of a star and sword. The cultist prostrates themselves to Varian holding out the symbol of Iomedae's Justice towards Varian.
"You will be wanting this," they advise with a gravel-filled voice. They nod towards the cells.
Grasping the symbol, Varian pull painfully at his forehead until a third eye emerges. He glimpses an ill-fated past and future for everyone trapped within, including disturbing amalgamation of angel, demon, and horse, a Leukodaemon. The fiend is staring intently at a crack in the containment chamber holding it. Varian witnesses a near future of the monster violently breaking out. Quickly, Varian snaps out of it and moves behind an operating table.
Just then, a loud crash erupts from the cells along with a sickening roar. A cloud of corpse-bloated black flies swarms into the operating room. Varian holds it at bay with the holy symbol and the cover provided underneath the table.
As that nightmare passes, the horse-skulled warped humanoid emerges from the cells crunching it's deadly jaws around the remains of the ghast, then quickly turns its attention and claws toward Varian. The count responds by weaving life draining magic through the symbol of Iomedae's divinity, leaping out in a beam of light, the color of roses or blood, that pins the leukodaemon to the wall of the room, replete with wicked medical-torture tools. As the life force starts to leave the daemon of sickness, Radovan ducks into Cells and emerges with one bawling city archer who somehow managed to remain unscathed...physically. Radovan quickly locks the cells so that nothing else nasty can leave.
"If you are finished..." Radovan beckons Varian to leave. Satisfied that the life force of the leukodaemon is suitably extinguished, Varian follow Radovan out but loses track of him in the twisting tunnels of the temple, eventually finding himself quite alone in the inner sanctum, with the remains of a dead Chimera.
Zadim - Maelwys |
Turn 11, under: 1d19 + 6 ⇒ (5) + 6 = 11 the Harrow of The Carnival
All damage is Mental damage that cannot be reduced.
Zadim continues to explore the guardhouse. Poking his head into the next room, he is stunned to find a lower planar being there. "That wizard must have summoned a pet..." he mutters as he draws his rapier and charges, throwing the new starknife ahead of himself with the other hand.
Free Exploration - Oubliette #5: Inquisitor Devil
Reveal Humanbane Rapier for combat. Recharge Blowgun to add Stealth. Freely recharge Keen Starknife for +1d4. -4 for Resistance.
Check to Defeat - Combat 17: 1d8 + 4 + 1d6 + 1 + 1d8 + 4 + 1d4 - 4 ⇒ (2) + 4 + (4) + 1 + (4) + 4 + (1) - 4 = 16 - Shirt reroll
Check to Defeat - Combat 17: 1d8 + 4 + 1d6 + 1 + 1d8 + 4 + 1d4 - 4 ⇒ (8) + 4 + (1) + 1 + (1) + 4 + (2) - 4 = 17 - Success, defeated.
After a hard fought battle in which the devil almost gained an upper hand, Zadim finally emerges victorious. He stops to catch his breath while he listens at the next door. Hearing the moaning of undead from behind it, Zadim decides that it's time to pause for a minute and regain his strength before he'll be ready to face them.
Recharge Studded Leather Armor to examine - Oubliette #6: Mob of Undead
Too risky to continue with this depleted hand (and some of those undead could be nasty, some of us don't even have weapons right now) so better to wait until everybody is equipped up or grouped up to continue.
Draw 3 to reset my hand and end my turn.
Withering - Bury: 1d6 ⇒ 1 The Dance
Hand: Humanbane Rapier, Venomous Fighting Fan +1, Shuriken +1, Spider Venom, Daggermark Poisoner, The Joke,
Displayed: Armor of Insults,
Deck: 5 Discard: 5 Buried: 4
Hero Points: 2
NOTES:
Available Support: Any Craft, Diplomacy, Disable or Stealth: Discard (unhallowed) The Joke to bless
Movement: Keep me with the group
Other: 2D Shirt Reroll NOT Used
Middle of Deck (Unknown Order): 0
Recharged: The Sickness (Harrow), Scorpion Whip, Blowgun, Keen Starknife, Studded Leather Armor,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Status Link
Most Recent BR Refresh
Hourglass is off by 1, and shuffled after Asmodeus's Tyranny
Notes for Hakon: Healed 1, get rid of Plagued
Random Card(s) Used: Ally 1
Additional Info 1: Hourglass 2: Iomedae's Justice (Acquired!) and Hourglass 23: The Waxworks shuffled into Cell, then banished when Cell closed. Hourglass Shuffled after the Hour of Asmodeus's Tyranny
Additional Info 2: Hourglass 11 drawn randomly
Varian - Shrine 4-6 remain
Zadim - Oubliette 6-9 remain // 6 = Mob of Undead
Hakon, Zova - Pits 2-10 remain // 2 = Lady Andaisin (VILLAIN)
Hakon - Story Seeker |
OFF-TURN ACTIONS:
Hakon is healed a card (Double Chicken Saber +1) and is his Plagued scourge is removed!
Relief washes over Hakon at Zova's arrival. The Skald accepts the offered medicinal berries, doing his best to keep the sour fruit down through the nausea. Sure enough, less than a half-minute passes before the worst of the shakes and weakness subside, and Zova's keen vision see's Hakon's relief even in the gloom of the pit.
The sound of clanging metal heralds another small miracle - Hakon thinks he just heard at least one of his sabres fall safely into the pit from above. If only he could find it amidst this darkness...
Per his notes, on Zova's turn (prior to exploring the Pit) Hakon recharges Blessing of Kofusachi (Hour is The Brass Dwarf, which has a Constitution CtA) to search his deck for Double Chicken Saber +1, drawing it. My notes said to draw the Warhammer, but I would always pick Double Chicken Saber over the Warhammer and it suddenly became an option thanks to Zova's healing.
Scrambling in the dark, Hakon's hand closes around a familiar hilt. Wonders never cease...
========================
Hour (23->25): 1d18 + 6 ⇒ (18) + 6 = 24 -> Hour 24: Torag's Power.
Hakon starts his turn.
Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Pausing turn for strategy considerations (and preferably a board update).
Hand: Double Chicken Saber +1, Divine Insight (Core), Good Omen (Core), Gray Maiden Plate, Fencer,
Displayed:
Deck: 8 Discard: 0 Buried: 7
Hero Points: 2
NOTES:
Available Support: Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
Good Omen - Discard to add 1d6+1 to a check to acquire or close
Fencer - Recharge to encounter a monster on behalf of a local character
Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you choose otherwise.
Other: Turn Paused.
Middle of Deck (Unknown Order): Blessing of Wadjet, Shining Wayfinder, Cure (Core), Priest of Pharasma, Chain Mail (Core), Blessing of Kofusachi, Glorious Warhammer, Sacred Candle (2)
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.
BR Mhuirich |
During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.
During This Scenario: When you would defeat and corner Lady Andaisin, she is instead undefeated; banish her and shuffle together the villain Daughter of Urgathoa and a number of closing henchmen Cultist - Proxy B's equal to the number of locations. Shuffle 2 of these cards into the location Lady Andaisin came from, and 1 card into each other location.
When you encounter a cultist, after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.
Additional Rules: Wildcards
Besieged: After you move, suffer 1 Ranged Combat damage.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Withering: At the end of your turn, bury a random card from your discards.
Harrows
The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.
CotCT Blessing 1
Traits: Harrow Suit: Shields Veteran
When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+#
On a local check, bury to bless twice. Discard to explore.
CotCT Blessing 1
Traits: Harrow Suit: Shields Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore.
CotCT Blessing 1
Traits: Harrow Suit: 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.
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.
Story Banes
Dangers: Blood Veil, Cultist
Villain: Lady Andaisin
Henchmen (Closing): Leukodaemon, Vampire (Ramoska Arkiminos), Cultist—Proxy A
Scenario Level (#): 3
Turn: 12, Hakon/Yewstance
Monsters
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Barriers
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Weapons
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Spells
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Allies
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
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.
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 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: 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: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Current Hour:
Core
Blessing 1
Traits:
Deity: Torag
Divine
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.
Hours Remaining: 16
Hourglass
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Gorum's Iron
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
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.
Torag's Power
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.
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.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Shelyn's Song
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Blood Veil
CotCT
Story Bane 2
Type: Barrier
Traits:
Disease
Obstacle
To Defeat:
Constitution
Divine
Fortitude
Knowledge 6
If defeated by less than 4, suffer the scourge Plagued.
If undefeated, each local character suffers the scourge Plagued.
Cultist
Core
Story Bane 1
Type: Monster
Traits:
Cultist
Human
Veteran
To Defeat:
Combat 10+##
OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/NathanDavis, None
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zadim/Maelwys, None
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
CotCT
Ally 0
Traits:
Arcanist
Human
Harrow
To Acquire:
Charisma
Diplomacy 6
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Hakon/Yewstance, Zova/skizzerz, None
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
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:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Hakon - Story Seeker |
Hakon continues his turn.
Hour Power (reminder): When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Hakon moves to the Shrine.
Besieged: Hakon takes 1 Ranged Combat damage, but displays and draws Gray Maiden Plate to reduce the damage by 1, to 0.
Shaking off the worst of his afflictions with Zova's assistance, Hakon re-arms himself and ducks through the cave system to try to find his other allies so that they may coordinate better. More by chance than intent, he stumbles upon a passage taking him into the inner sanctum of some temple-like structure, seeing Varian standing beside a dead chimera.
Free exploration:
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Disable 9: 1d4 + 1d12 + 4 ⇒ (4) + (1) + 4 = 9 -> Closer than I thought; I should have thrown something else as well at it. But passed.
Defeated.
Hakon waves at Varian, beginning to approach before the wizard cries out, warning Hakon of traps in the dim light and - with some kind of magical item - summoning a floating light to illuminate the gloom. The skald shields his eyes and, once they had adjusted to the new light source, notes the pattern of pressure plates and ventilator grilles worryingly close to where he was about to plant his feet.
Hakon discards Fencer to explore his location, adding 1d4 and the Finesse and Swashbuckling traits to combat checks during this exploration.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Hakon sends Divine Insight to Recovery to add 2d6 to his check to defeat a barrier. I additionally ask that Varian recharge a card to his character power to add 1d4. (Based on his notes, The Midwife.)
Wisdom 8: 1d4 + 2d6 + 1d4 ⇒ (4) + (6, 2) + (2) = 14 -> Pass.
Defeated.
Speaking a soft prayer in the hope it will grant him some safety, Hakon warily makes his way over to Varian, avoiding more trap triggers thanks to the new light. As he does, Hakon notes the conspicuous absence of Varian's de-facto bodyguard.
"Varian! The light was appreciated; and if you can keep it up I can guide us back to Zova once we secure this area. What of Radovan?"
Hakon displays Gray Maiden Plate.
Hakon ends his turn.
Withering: Hakon randomly buries Divine Insight (Core) from his discards. Boo.
Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
Hakon resets his hand.
Hand: Double Chicken Saber +1, Shining Wayfinder, Good Omen (Core), Glorious Warhammer, Chain Mail (Core),
Displayed: Gray Maiden Plate,
Deck: 5 Discard: 1 Buried: 8
Hero Points: 2
NOTES:
Available Support: Glorious Warhammer - Recharge to exame the top of my location
Good Omen - Discard to add 1d6+1 to a check to acquire or close
Fencer - Recharge to encounter a monster on behalf of a local character
Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you choose otherwise.
Other: Turn Paused.
Middle of Deck (Unknown Order): Priest of Pharasma, Cure (Core), Blessing of Kofusachi, Sacred Candle (2), Blessing of Wadjet
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.
Zova, Shoanti Wanderer |
Hour of Orison. Move to Shrine, recharging Erutaki Coat for the Besieged damage. Recharge Sarenrae's Light to heal Varian 1 card, then explore.
Shrine 3: Henchman Proxy A2 (Cultist). Reveal Amulet of Mighty Fists to add 1d4 and the Magic trait. Recharge Sedja for character power to add my Survival + 2 (1d8+7) and the Animal trait. Reveal Fire Gecko for 1d4 and the Fire trait. Combat 10+3+3=16: 1d6 + 1d4 + 1d8 + 7 + 1d4 ⇒ (2) + (3) + (5) + 7 + (3) = 20 Success. After acting, make a Fortitude check per scenario power. Adventure adds 1d4. Recharge Stone Weasel for character power to add my Survival (1d8+5) Fortitude 5: 1d8 + 1 + 1d4 + 1d8 + 5 ⇒ (4) + 1 + (2) + (5) + 5 = 17 Automatic success. Cultist is defeated, attempt to close.
Note: Scenario level is 2, not 3. We treat as 3 for banes only, so #=2 for all of these closing checks. Since I get two attempts (one for defeating a closing henchman, one for empty location at end of turn), I'm not going to use any resources for this first check. Wisdom 5+2=7: 1d8 + 2 ⇒ (7) + 2 = 9 Success, draw a new blessing (random blessing 1, The Rakshasa). Shrine is closed.
On closing Shrine, move to Oubliette, discarding The Rakshasa and Amulet of Mighty Fists for Besieged damage (Oubliette increases damage by 1, and the damage is suffered after you move, so ouch). Then end turn, burying Heat Metal for Withering. Choose Hand Size of 7 as I reset.
Zova witnesses one of the cultists break off from the group accompanying who she presumes to be the leader of this cult and begin heading down the trail towards the main shrine, where Hakon went but minutes ago. Zova stealthfully follows the cultist, waiting for him to be out of earshot from the rest of the group before viciously pouncing on him. In short order, the cultist lie dead on the ground from Zova's relentless talons.
The cultist seemed to be wearing a curious pendant depicting a tiger-man whose hands are drawn backwards. Zova picks it up, but a magic spark goes between it and her own amulet of mighty fists, seemingly deactivating both for a time. Disappointed, she pockets it and finishes heading towards the shrine to apprise Hakon of what just happened. Upon seeing Varian there, she tells her story to both of them while offering some healing magic to Varian as well. With that finished, Zova suggests that they reunite with Zadim before beginning the final strike at the cult leader.
Hand: Dog, Angelstep, Fire Gecko, Blessing of Ketephys, The Wanderer, Stone Axe +1, Aspect of the Hawk,
Displayed:
Deck: 7 Discard: 4 Buried: 5
Current Location: Oubliette
Hero Points: 1
CCT-2D Playmat: available
CCT-2D Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Angelstep: Heal 1d4+1 cards. I'll use it on myself next turn if not used by then as everything in my discards is worth healing.
- The Wanderer: Bury (Unhallowed) to bless; twice if you moved this turn.
Ask in Discord before using:
- Blessing of Ketephys: Bury (Unhallowed) to bless; twice if the check invokes the Animal trait. Feel free to use against closing henchmen or on closing check.
Movement: Move with party unless stated otherwise in post
Middle of Deck (Unknown Order): 0
Recharged: Cloud Puff, Aspect of the Frog, Balmberry, Erutaki Coat, Sarenrae's Light, Sedja, Stone Weasel,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
-
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☑ or to evade your encounter).
Status Link
Most Recent BR Refresh
Notes for Varian: Bury Sage's Journal, recharge The Midwife, then healed 1
Hakon, Varian - Shrine BANISHED
Zadim, Zova - Oubliette 1-4 remain // 1 = Mob of Undead
Pits 1-9 remain // 1 = Lady Andaisin (VILLAIN)
Count Jeggare |
Off turn, bury Sage's Journal. Recharge The Midwife. Heal Archer. Move to Oubliette with Hakon and Zova. Hakon and Varian take 2 Ranged Combat Damage. Display and recharge Glamered Leather Armor to reduce damage to 0
Hour of Orison
Start of turn, draw The Real Rabbit Prince and Shadow Barbs. Recharge Codex and Asmodeus's Tyranny.
Give Card to Hakon: Enervation
Free explore and encounter Mob of Undead
Will use the Story Bane Roster for this. Summon and encounter...
Random Undead Story Bane: 1d6 ⇒ 4 Mummy
Recharge Shadow Barbs. Recharge one of Zadim's weapons. Discard Ally, The Real Rabbit Prince into...
The Real Rabbit Prince goes to, V,Za,H,Zo: 1d4 ⇒ 4 Zova's Discard
Combat 14+6: 1d12 + 4 + 1d10 + 1d12 + 1d8 + 4 ⇒ (11) + 4 + (3) + (2) + (8) + 4 = 32 Banished. And so goes the barrier!
End of turn, Withering buries Magic Eye
As Varian, Zova, and Hakon rush to Zadim's aid,they enter a room who's main feature is the walls covered with a thick glass that holds, pressed to the walls, fragments and even whole bodies of the living dead. Their rotting faces sneer and broken fingers claw at each other as the shattered forms twitch in vain, their splintered appendages grasping hopelessly.
Zova points to a crack expanding in pane of glass. The party takes what cover they can as the glass explodes outward, shards cutting some and deflecting off of leather and metal on others. Out of the broken glass, a broken but preserved former patient wrapped in bandages emerges ready to exact vengeance.
Varian hops out of the party's huddle, slinging a special bit of shadow magic from his hand, collecting the glass shards in a multi-tailed whip, challenging the unfortunate undead creature to advance. It obliges, and Varian lashes out, Shadow Barbs ensnaring it in a deadly embrace. Damaged and limping it continues to advance on Varian, until an exotic blade appears at the base of its skull, causing it to collapse in a pile.
A charred and worn, Zadim emerges from the chamber's doorway, having just expertly thrown the blade.
"We know where to find the high priestess! Let us dispatch with the rest of this temple's guardians here before inviting ourselves into her sanctum."
After the start of Zadim's turn. Display Radovan. Banish Bound Imp to Recovery to draw Soothing Word and Flame Staff
Hand: Life Drain, Lightning Bolt, Soothing Word, Shield Cloak, Flame Staff, The Midwife, The Foreign Trader,
Displayed: Radovan (Core),
Deck: 7 Discard: 2 Buried: 5
Current Location: Oubliette
Hero Points: 2
NOTES:
Available Support: Foreign Trader: Local Non-Combat, bless and add 1d12Midwife: Local - Exchange Boon or Non-Story Bane then bless
Other: Urban Local: Add 1d4 to any check in order listed. (No more Urban's left)
Middle of Deck (Unknown Order): Cult Acolyte, Deathgrip, Archer
Recharged: Glamered Leather Armor, Codex, Asmodeus's Tyranny, Shadow Barbs,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Status Link
Most Recent BR Refresh
Notes for Zova: The Real Rabbit Prince arrives in your Discards.
Notes for Zadim: Recharges a weapon.
Notes for Hakon: 2 Ranged Combat Damage from Besieged Oubliette. Given Enervation.
Zadim, Zova, Hakon, Varian - Oubliette 2-4 remain // Vampire
Pits 1-9 remain // 1 = Lady Andaisin (VILLAIN)
Count Jeggare |
Banish Lightning Bolt to Recovery, then recharge Flame Staff
Combat 10+6: 1d12 + 4 + 3d6 ⇒ (6) + 4 + (6, 3, 4) = 23 Success!
Varian attempts to recover all cards in his Recovery pile. And discards Lightning Bolt
Bound Imp : Arcane 8: 1d12 + 4 ⇒ (11) + 4 = 15 -> Bound Imp recharged .
Zadim - Maelwys |
Off-turn: Recharge Shuriken +1 for Varian.
Turn 15, under the Orison
Zadim continues to sit in his lookout location as the rest of the group gathers in the guardhouse. When Varian enters last, the undead in the next room finally burst forth. As Varian rushes to engage the mummy, Zadim whips a shuriken towards it from the shadows, to help Varian with the fight.
With the mummy defeated, and the group gathering, Zadim takes point and moves into the next room. As he enters, he spies a vampire alchemist off on the far side, likely the person that sent the mummy out after them. Zadim wields his rapier and charges.
Free Exploration - Oubliette #2: Vampire
Recharge Daggermark Poisoner to reveal Humanbane Rapier for combat. Recharge Joke to recharge Venomous Fighting Fan +1 to add 1d8+4.
Combat 10+6=16: 1d8 + 4 + 1d6 + 1 + 1d8 + 4 ⇒ (8) + 4 + (1) + 1 + (3) + 4 = 21 - Defeated
Varian takes second combat check
Zadim strikes quickly against the vampire, hitting it several times in quick succession. As he tires he looks over and see Varian preparing a spell. The two have now travelled together enough that Zadim has started to recognize that look in the half-elf's eyes. As the air fills with static energy, Zadim quickly hits the ground just as a bolt of lightning flies over his head, striking the vampire fully in the chest. As the vampire falls to dust, Zadim stands back up and brushes himself off. "Thanks for the assist" he nods.
Closing Henchman defeated, attempt to close.
Hakon plays Good Omen to add +1d6+1 to a close attempt. Harrow +1d4.
Check to Close - Constitution 5+2=7: 1d8 + 1d6 + 1 + 1d4 ⇒ (2) + (2) + 1 + (4) = 9 - Location closed, the party moves to the Pits.
Looking around, Zadim spots that the guardhouse is now empty. He moves over to secure the gate and ensure that nobody else is following behind us. The door sticks briefly, and he has to really throw his back into it (with Hakon throwing a supportive spell at him) before he finally gets it secured.
With that finally done, he looks around at the group. "Well, only one place left for her to hide. Shall we?" he gestures to Hakon to take point towards the Pits...
Besieged - suffer 1 damage on movement. Recharge Armor of Insults to reduce damage to 0.
End of turn. Display Spider Venom and draw 4 to reset my hand.
Withering - Bury: 1d5 ⇒ 5 Blessing of Wadjet
Hand: Humanbane Rapier, Scorpion Whip, Blowgun, Keen Starknife, Studded Leather Armor, The Sickness (Harrow),
Displayed: Spider Venom,
Deck: 5 Discard: 4 Buried: 5
Hero Points: 2
NOTES:
Available Support: Need Intel?: Recharge Blowgun to examine top card of my location
Local Combat: Recharge Blowgun, Scorpion Whip, or Keen Starknife to add 1d8+4
Movement: Keep me with the group
Other: 2D Shirt Reroll Used
Middle of Deck (Unknown Order): 0
Recharged: Shuriken +1, Daggermark Poisoner, The Joke, Venomous Fighting Fan +1, Armor of Insults,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Status Link
Most Recent BR Refresh
Notes for Zova: The Real Rabbit Prince arrives in your Discards.
1 Ranged Combat Damage from Besieged Pits
Notes for Varian: 1 Ranged Combat Damage from Besieged Pits
Notes for Hakon: 2 Ranged Combat Damage from Besieged Oubliette. Given Enervation.
1 Ranged Combat Damage from Besieged Pits
Used Good Omen
Zadim, Zova, Hakon, Varian - Pits 1-9 remain // 1 = Lady Andaisin (VILLAIN)
Hakon - Story Seeker |
OFF-TURN ACTIONS:
Move to Oubliette.
Oubliette, Besieged: Hakon takes 2 Ranged Combat damage. Hakon displays and recharges Chain Mail (Core) to reduce the Combat damage dealt by 2, to 0.
Receive Enervation from Varian.
Hakon sends Good Omen to Recovery.
Move to Pits.
Besieged: Hakon takes 1 Ranged Combat damage. Hakon draws Gray Maiden Plate to reduce damage dealt by 1, to 0.
Hakon displays Gray Maiden Plate.
========================
Hakon starts his turn.
Hour Power: On your non-Attack combat check, add 1.
Hakon gives Enervation back to Varian.
Hakon nods to Zadim, beginning to guide the party back into the dark caverns he'd previously fallen into and cautiously navigating back towards where he and Zova had spied the well-dressed cultist. On the way, Hakon takes stock of the state of his equipment and pushes the aches and burns of his wounds and exhaustion from his head. It's been a trial and a half, but they've damn near routed what seems to be the cult behind this plague between the handful of them. Korvosa may see a brighter future yet.
Hakon stays at the Pits.
Free exploration:
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
BA: Hakon buries Double Chicken Saber +1 to add his Diplomacy to a check against a monster.[/b]
BA: Constitution 9 (Hakon, Harrow Suit): 1d8 + 1d8 + 3 + 1d4 ⇒ (2) + (6) + 3 + (1) = 12 -> Pass.
The group catches sight of the apparent cultist-leader. Nobility - or someone styling themselves as one - wearing the trappings of an Urgathoan cultist and carrying a wicked scythe. She seemed to have gathered some of the remaining cultists to her side, too, so numbers alone would not decide this fight.
At Zadim's direction, Hakon hunkers down to wait for a better opportunity to strike, but the pale woman lifts a bony finger directly at the Skald, even cloaked in the thickest darkness as he was. Could she freely see in this glum light? She opens her mouth, and Hakon makes to move as he realizes the beginning of a verbal component. All too soon a jagged stream of energy - some colorless wave surrounded by what can only be described as something blacker than the mere absence of light - scorches through the air, breaking the silence with a near-howl as Hakon brings his sabres up in a cross-pattern to block.
The energy blasts the weapons from Hakon's hands - scattering them to either side - and the proximity of the blast seems to cast a shadow over every one of Hakon's senses, as if his life was briefly dimmed and every wound and ache exaggerated. But the worst of the spell seems to have been deflected, and with a magic word of his own Hakon draws his warhammer as it blazes with light bright enough to illuminate much of the room.
The cultist sneers, drawing her scythe as the cultists surrounding her raise their daggers and shortswords.
"You are far from your post, Guardsmen. Attack!"
Varian sends Enervation to recovery to reduce the difficulty of the Combat check by 2d4 ⇒ (3, 2) = 5. New difficulty = 11.
Combat: Hakon reveals Glorious Warhammer to use Melee +1d8+1.
Zadim recharges Blowgun to add 1d8+4 to my combat check.
Combat/Melee 11 (Zadim): 1d10 + 2 + 1d8 + 1 + 1d8 + 4 ⇒ (10) + 2 + (1) + 1 + (1) + 4 = 19 -> Pass.
Zova enters the fray, clawing at the throat of one approaching cultist as another's dagger glances off her axe. Hakon doesn't take stock of the remining fight, but charges at the presumed cultist-leader as she hangs back, only to be engaged by a cultist that grabs at Hakon even as he tries to swing and punch the surprisingly-strong, bony man off of him. Another cultist rushes to attack Hakon whilst he's grappled, but they fall to the ground from an energy-sapping spell from Varian. Hakon continues to spar with the clutching cultist until the cultist suddenly freezes, goes limp, and falls backwards - a poisoned dart embedded in his neck, expertly shot during the struggle.
Shoving the limp cultist off of him, Hakon calls upon his magic hammer to blaze even brighter as he charges at the cultist leader with a warcry. She steps back, taking a defensive posture, leveraging the reach of her weapon to hold off Hakon's approach. Or tries to - Hakon roars in hatred and vigor, letting his pain fuel his war-focus, recalling his fights, his people, his story - and slams his shoulder against the bladed weapon, gambling on his armor and angle to deflect it with his frontal attack. Hakon's hammer swings out as he charges past her scythe, and his hammer strikes true - knocking the life from her eyes with a deadly blow to the side of the head.
She crumples to the ground, and Hakon looks around, head numb from adrenaline, shoulder burning, seeing the rest of the group dispatch the remaining cultists.
Lady Andaisin would be defeated and cornered...
Scenario: Lady Andaisin is undefeated and banished.
Scenario: Daughter of Urgathoa (Villain) and one Cultist (closing henchman) are shuffled into the Pits.
The cultist-leader's body twitches. Convulses. Hakon turns back in time to see the beginning of an unholy transformation as the bones of the once-corpse seem to grow, wrapping around the scythe like vines over a trellis, something both living and dead as the body rises to its feet from some unseen force. Hakon's wounds suddenly burn harsher, tighter, his head burning with agony as his rage teeters on the edge of his concentration, now staring up at a much larger, monstrous undead... thing where the cultist once was.
Hakon recharges Shining Wayfinder to move to the Pits (Rulebook pg 6, you may move to your current location when no other locations are available, and effects that would happen when you move are ignored), then examines the top 2 cards of his location...
Pits Card # (10 == Daughter of Urgathoa, 11 == Cultist): 1d10 + 1 ⇒ (7) + 1 = 8
Pits Card # (10 == Daughter of Urgathoa, 11 == Cultist): 1d10 + 1 ⇒ (9) + 1 = 10
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
The creature screeches wordlessly, raising her scythe-claw before recoiling as Hakon's wayfinder shines with a strange, piercing light that seems to repel the monster. At least for long enough for him to stumble back out of her reach, re-readying his hammer for combat anew.
Hakon did not examine a non-story-bane monster, so cannot encounter anything.
Hakon ends his turn.
Withering: Hakon buries Divine Insight (Core) from his discards (his only card in discards).
Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
Hakon resets his hand.
Hand: Sacred Candle (2), Glorious Warhammer, Blessing of Kofusachi, Priest of Pharasma, Blessing of Wadjet,
Displayed: Gray Maiden Plate,
Deck: 3 Discard: 1 Buried: 10
Hero Points: 2
NOTES:
Available Support: Glorious Warhammer - Recharge to examine the top of my location
Sacred Candle - Bury to draw the hour
Blessing of Wadjet - +2d8 to acquire a boon
Blessing of Kofusachi - Discard to bless
Priest of Pharasma - Bury to heal a local character 1d4+1
Bury a card (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Unless you have a specific plan in mind, please use from the bottom of my hand first.
Other: 10 buries cards, 3 cards left in deck. Further, the only non-recharged card left in my deck is Cure, go figure.Use everything I have for the remaining checks! Hakon will bury Sacred Candle to draw a Blessing 2 or before any exploration that would encounter the villain! (Which may also give you a beneficial hour power.)
Middle of Deck (Unknown Order): Cure (Core)
Recharged: Chain Mail (Core), Shining Wayfinder,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.
"Notes for Zova: The Real Rabbit Prince arrives in your Discards.
1 Ranged Combat Damage from Besieged Pits
Notes for Zadim: Blowgun recharged
Notes for Varian: 1 Ranged Combat Damage from Besieged Pits
Given Enervation
Enervation sent to Recovery
"
Zadim, Zova, Hakon, Varian - Pits 8, 10, (2-7, 9, 11 - Shuffled) remain // 8 = Bound Imp, 10 = Daughter of Urgathoa (VILLAIN), 11 = Cultist
Zova, Shoanti Wanderer |
Off-turn: receive The Real Rabbit Prince in discards, discard Stone Axe +1 to Besieged damage. Hour of Rovagug's Destruction, which Hakon will draw with Sacred Candle. Back to Gorum's Iron.
Move to Pits (see Yewstance's post immediately above this for rules cite that allows this to happen as well as prevents Besieged from happening). Display Aspect of the Hawk. Bury Angelstep to heal 1d4 + 1 ⇒ (2) + 1 = 3 cards (don't really need the heal, but my deck order is currently 100% known and the ally on top of Pits lets me draw cards, so this gives me a shot at getting something usable at the top of my deck rather than Cloud Puff. Heal Pharasma's Knowing, The Real Rabbit Prince, and The Rakshasa. Explore.
Pits 8: Bound Imp.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Use Wisdom. Hakon buries (Unhallowed) Blessing of Wadjet to add 2d8. Wisdom 6: 1d8 + 2 + 2d8 ⇒ (4) + 2 + (8, 1) = 15 Acquired, although I'll banish it immediately to draw 2 cards (I'm not proficient with Arcane or Divine so it is banished for good): draw Stone Weasel and Sedja.
Discard Dog to explore, encountering Daughter of Urgathoa.
Story Bane
Type: Monster
Traits: Undead Urgathoa
To Defeat: Constitution Fortitude 9 THEN Combat 18
Immune to Mental and Poison.
After acting, bury the top card of your deck and suffer the scourge Plagued.
For the first check, Varian buries (Unhallowed) The Foreign Trader to bless and add his Intelligence die (1d12). Recharge Stone Weasel for my character power to add my Survival (1d8+5). Adventure adds 1d4. Fortitude 9: 2d8 + 1 + 1d12 + 1d8 + 5 + 1d4 ⇒ (3, 3) + 1 + (8) + (4) + 5 + (4) = 28 Automatic success.
For the second check, use displayed Aspect of the Hawk, choosing Dexterity and additionally discarding The Wanderer to add another 1d6. Reveal Fire Gecko to add 1d4 and the Fire trait. Recharge Sedja for character power to add my Survival + Sedja's level (2). Bury (Unhallowed) Blessing of Ketephys to bless twice. Hakon buries Glorious Warhammer to add his Diplomacy (1d8+3). Zadim recharges Scorpion Whip for his character power to add his Stealth (1d8+4) and freely recharges Keen Starknife to add another 1d4. Combat 18: 3d8 + 2d6 + 2 + 1d4 + 1d8 + 7 + 1d8 + 3 + 1d8 + 4 + 1d4 ⇒ (6, 4, 1) + (6, 5) + 2 + (2) + (3) + 7 + (4) + 3 + (4) + 4 + (1) = 52 Automatic success. After acting I bury the top card of my deck (Cloud Puff) and suffer Plagued and then we win!
Seeing the priestess transform into some sort of monstrosity, the group presses another attack! Varian reacts by drawing on some magic to invigorate the rest of the party, giving them extra strength and fortitude for one final push.
Zova goes in talons-first, tearing at the creature's sinews and hampering her mobility. The priestess swings a counter-attack at Zova, grazing her chin with her infected blade and causing the shifter to stumble back.
Seeing an opening, Hakon charges in and introduces the Daughter of Urgathoa to the business end of his warhammer, the clangs of steel against bone ringing out throughout the pits. Before long, the stress fractures the bony scythe entirely, depriving the priestess of her innate weapon.
Zadim seizes on her surprise by this development by striking from behind with his whip, followed up with a well-placed starknife throw into her skull to bring the priestess down once again.
With the immediate threat taken care of, the group stops to catch their collective breath. The cult of Urgathoa beneath this so-called hospice is now gone, and Korvosa can hopefully breathe a sigh of relief as those who were directly behind the plague's perpetuation are now dead.
BR Mhuirich |
Development
As you carefully burn the vats of blood veil, you piece most of the plot together. With the combined efforts of Doctor Davaulus, the necromancer Rolth Lamm, and the vampire Ramoska Arkminos, the blood veil was set loose, sowing discord and terror among the hapless citizens of Korvosa. It doesn’t take much effort to imagine who might benefit from such chaos.
For now, you relish a smaller victory, one that makes you heroes in the eyes of all. In rescuing the musician Ruan from the vampire, you learned that some Varisians displayed immunity to the blood veil. This allows the Grand Cathedral of Pharasma to develop a cure for the plague. As soon as a subject is immunized, they spread the cure merely by contacting the infected. Within a week, the plague is destroyed forever.
Many have died. The city is in no condition for more strife. Queen Ileosa commends your work from a distance. It’s best you don’t meet her face to face.
For now.
Reward
Loot ally Ruan Mirukova.
Adventure Reward
The party gains a supporter feat.
Acquired Cards
Archer (Ally 0)
Glamered Leather Armor (Armor 2)
Klar (Armor 0)
Iomedae's Justice (Blessing 1)
Lamashtu's Madness (Blessing 2)
Sands of the Hour (Blessing 0)
The Mountain Man (Blessing 1) (Suit: Shields, Blessing 2)
Rovagug's Destruction (Blessing 2)
The Real Rabbit Prince (Blessing 1)
The Wanderer (Blessing 1)
Pharasma's Knowing (Blessing 1)
Spellbook (Item 0)
Deathgrip (Spell 2)
Heat Metal (Spell 2)
Keen Starknife (Weapon 2)
BR Mhuirich |
Adventure 3: Escape from Old Korvosa
During the Adventure
The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
3A: Red Mantis and Orange Flames
As saviors of Korvosa, you would think you could enjoy some comfort after ending the horrors of the plague. Whatever the opposite of comfort is, that’s your new lot in life.
Queen Ileosa, Korvosa’s recently ascended monarch, is none too happy with the state of the soldiery. She has crippled the Korvosan Guard, in which you were enrolled of late. She has disbanded Sable Company, the hippogriff-riding marines that defended the city from assault. The Hellknights of the Nail have fled the city rather than face the wrath of the queen. Only the queen’s newest force, the armor-clad women who make up the Gray Maidens, have been given free rein to secure the city.
As Ileosa announced these draconian changes, Sable Company commandant Marcus Thalassinus Endrin rebelled in front of the crowd. Commanded to surrender his badge, he instead shot the queen with an arrow, striking her in the head. But instead of becoming an assassin, Endrin became the victim. Despite her grievous injury, Ileosa seized him by the throat and rammed his own arrow into his gullet. Tossing aside the wounded commandant, Ileosa declared martial law and locked herself inside her castle, safe from the madding crowd.
Your commander, Field Marshal Cressida Kroft, urges you to seek shelter. Fortunately, an obvious place recommended itself: swordsman Vencarlo Orisini has a school in the heart of the city. Old Korvosa has been under quarantine since the onset of the plague, its wooden bridges burned and its only stone bridge guarded by the Gray Maidens. The Maidens’ assignment is to keep Old Korvosa’s inhabitants in; if anyone tries to get out, they shoot the offender on the spot.
But for those on the outside wanting in, that is none of the Maidens’ concern. If you want to imprison yourself amid the rest of the trapped rabble, they’re all too happy to let you. Just don’t try to escape, they warn you.
You accept their terms and head toward Vencarlo’s fencing academy. It will be good to have a place where the Gray Maidens can’t find you. The school will be your haven.
If only it weren’t on fire.
Danger: Inferno
Villain: None
Henchmen (Closing): Red Mantis Assassins - Proxy A
During this Scenario:
At the end of your turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
Harrows
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances.
Wildcards
1d18 ⇒ 4 Deadly: When you suffer damage, it is increased by 1.
1d18 ⇒ 5 Desperate: When you encounter a boon and do not acquire it, discard a card.
1d18 ⇒ 5
1d18 ⇒ 9 Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible.
BR Mhuirich |
During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
During This Scenario: At the end of your turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
Additional Rules:
Wildcards
Deadly: When you suffer damage, it is increased by 1.
Desperate: When you encounter a boon and do not acquire it, discard a card.
Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible.
Harrows
The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances.
Story Banes
Villain: None
Henchmen (Closing): Red Mantis Assassins—Proxy A
Danger:
Story Bane
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Monsters
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
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 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.
Barriers
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
CotCT
Barrier 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:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Barrier 1
Traits:
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.
Weapons
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
CotCT
Spell 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 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.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
CotCT
Armor 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 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Allies
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
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.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Core
Blessing 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: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
The Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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 Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Iomedae's Justice
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.
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 Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
The 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.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
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.
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.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1
Red Mantis Assassin
CotCT
Story Bane 3
Type: Monster
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 2 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 4 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Zellara the Harrower |
"Oh my, you all look absolutely dreadful!" exclaims the apparition of Zellara as Varian draws out her Harrow deck once more for advice from beyond the grave. It's true--the party has had a rough couple of days from dealing with a hidden cult of Urgathoa to picking up the pieces after Blood Veil finally stopped spreading so rapidly through the populace, to the recent declaration of Martial Law by the Queen.
Zellara manipulates the cards into a grid and flips them over. "The Liar speaks to me and represents the part of the past most relevant to you right now. There have been many lies by many people, and for many reasons, that have caused you to all come to know each other. I sense one lie in particular, perhaps more an omitted truth, that may prove to be an unexpected boon. When examining the card, I sense a figure in my mind's eye, and swordfighting in the background. But this does not seem to be a battle, but rather friendly sparring."
"In the present, The Demon's Lantern represents a siren call, a trap. The friendly banter I hear in the scene has turned to shouting and cries. I believe it has already been sprung, so who has befallen it I cannot say, but keep your eyes and wits about you. In the future, The Rabbit Prince shows that same figure in my mind's eye, this time broken and defeated. But the light hope shines upon him, emanating from each of you."
"From this, I can only surmise that the figure is none other than Master Orisini. I feel something grave may have befallen him, but it is not too late for you to step in. Once you do, this omitted truth may come to light and shine brightly as a beacon of hope for all of Korvosa. Good luck." Zellara finishes her reading and fades away.
A picture of the spread is available.
Zova, Shoanti Wanderer |
Start at Storehouse with a Hand Size of 7 (so 8 due to location power). Then add my Harrow to my hand.
The weight of Zellara's words becomes clear when Zova reaches the academy--it seems to be burning! Zova heads to what appears to be a storehouse in hopes that there is some water, buckets, or anything that would help put out or control the flames.
Hand: Bat, Dog, Amulet of Mighty Fists, Erutaki Coat, Cloud Puff, Fire Gecko, Aspect of the Hawk, Sedja, The Snakebite,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points: 2
CCT-3A Playmat: available
CCT-3A Reroll: available
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- The Snakebite: On any combat check that does not use Dexterity or Strength, recharge to bless.
- Cloud Puff: If local to Zova, ignore a bane's powers that happen before or after acting.
- Bat: On a local Ranged or Survival check, recharge to add 1d4.
Ask in Discord before using:
- None
Movement: Move with party unless stated otherwise in post
Zadim - Maelwys |
Deck Upgrade: Armor 2 (Upgrade Studded Leather Armor to Glamered Leather Armor)
Start at Storehouse
Draw 7 (6 + Storehouse) for opening hand.
Add The Vision (Harrow) to opening hand.
Discard The Queen Mother from random blessings.
Hand: Venomous Fighting Fan +1, Armor of Insults, Blue Star, Spider Venom, Mouse, Blessing of Abadar, Blessing of Wadjet, The Vision (Harrow),
Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support: Use Blessing of Abadar if you hit a hard barrier
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Middle of Deck (Unknown Order): Humanbane Rapier, The Joke, Scorpion Whip, Daggermark Poisoner, Gem of Physical Prowess, Glamered Leather Armor, Blowgun, Shuriken +1, Spider (Core), The Locksmith
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Count Jeggare |
Also starting in Storehouse. +1 Handsize
Dragon's Demand: Soothing Word in for Corrosive Dagger +1
Loot: Zellara's Harrow Deck in for Flame Staff
Add the Idiot to hand along with Radovan
Hand: Spellbook, The Idiot, Cult Acolyte, Soothing Word, Life Drain, Codex, Shield Cloak, The Foreign Trader, Lightning Bolt,
Displayed: Radovan (Core),
Deck: 9 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points: 3
NOTES:
Available Support: Foreign Trader: Local Non-Combat, bless and add 1d12
Other: Urban Local: Add 1d4 to any check in order listed. (No more Urban's left)
Middle of Deck (Unknown Order): Fly, Sage's Journal, The Midwife, Zellara's Harrow Deck, Enervation, Shadow Barbs, Asmodeus's Tyranny, Bound Imp , Grave Tender
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
BR Mhuirich |
During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
During This Scenario: At the end of your turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
Additional Rules:
Wildcards
Deadly: When you suffer damage, it is increased by 1.
Ablaze: At the end of your turn, suffer 1d4-2 (+1 Deadly) Fire damage.
Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible.
Harrows
The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances.
Story Banes
Villain: None
Henchmen (Closing): Red Mantis Assassins—Proxy A
Danger:
Story Bane
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Scenario Level (#): 4
Turn: 1, Varian/NathanDavis
Monsters
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Barriers
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
CotCT
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 0
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Weapons
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Healing
To Acquire:
IntelligenceArcane 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 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
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
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Items
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Core
Item 3
Traits:
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.
Allies
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
CotCT
Ally 3
Traits:
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.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
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: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: 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.
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 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.
Hour Power: At the start of your turn, you may recharge any number of cards then reset.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hours Remaining: 29
Hourglass
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
The Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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 Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Iomedae's Justice
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.
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 Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
The 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.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
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.
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.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1
Red Mantis Assassin
CotCT
Story Bane 3
Type: Monster
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
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
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
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.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Location #2: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 2 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Core
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.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Core
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
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
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
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Location #4: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
CotCT
Barrier 3
Traits:
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
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #5: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, Zova/skizzerz, None
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
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
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
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
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.
Location #6: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 4 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Core
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.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Hakon - Story Seeker |
For my deck upgrade, I replaced Good Omen (Spell 0) with Delve (Spell 2).
LOOT (Dragon's Demand AP Reward): Explorer's Pith Helmet (Armor) -> Incitation (Blessing)
LOOT: Fencer -> Ruan Mirukova
Hakon starts at the Storehouse.
Hakon draws his starting hand (+1, Storehouse), then adds his Harrow to it.
Hand: Divine Insight (Core), Priest of Pharasma, Incitation, Gray Maiden Plate, Kusarigama, Sacred Candle, The Inquisitor (Harrow),
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: The Inquisitor - Bless and ignore immunities and resistances
Sacred Candle - Bury to draw the hour
Incitation - Discard to bless a check, Freely if it invokes Acid/Cold/Electricity/Fire/Force
Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
Priest of Pharasma - Bury to heal a local character 1d4+1 cards
Bury a card (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Unless you have a specific plan in mind, please use from the bottom of my hand first.
Movement: Move per current player's decision
Middle of Deck (Unknown Order): Sacred Candle (2), Commune (Core), Bodyguard, Delve, Double Chicken Saber +1, Blessing of Kofusachi, Glorious Warhammer, Blessing of Wadjet, Ruan Mirukova, Cure (Core), Shining Wayfinder
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.
Count Jeggare |
Hour of The Survivor
Not activating Hour Power.
Start of turn, riffle the scrolls, draw Bound Imp, Zellara's Harrow Deck, and Sage's Journal. Recharge Soothing Word, The Foreign Trader and Codex
Banish Bound Imp to Recovery to draw Enervation and The Midwife
Banish Zellara's Harrow Deck to Recovery to examine Library:
Library Card 1: Clairvoyance
Library Card 2: Captive Horror Trigger!
Trigger, encounter Captive Horror
Reload Radovan
Disable Knowledge 9: 1d12 + 4 + 3 ⇒ (12) + 4 + 3 = 19 Banished!
Finish examine: Library Card 3: Gozreh's Growth
Keep the order
Move to Library
Free explore and encounter Clairvoyance
Reveal Spellbook. Library. Harrow.
Arcane 9: 1d12 + 4 + 1d4 + 1d6 + 1d4 ⇒ (2) + 4 + (4) + (5) + (1) = 16 Acquired!
Discard The Midwife to explore and encounter Gozreh's Growth. Exchange with The Liar.
Harrow
Knowledge 4+3: 1d12 + 4 ⇒ (1) + 4 = 5 Discard The Idiot to change the die to a 12 then banish Spellbook. Acquired! Harrow lets me recharge Cult Acolyte and Enervation to draw Radovan (Core) and Shadow Barbs
Banish Clairvoyance to Recovery to examine Library:
Library Card 4: Cytillipede
Library Card 5: Henchman Proxy A2-Red Mantis Assassin
Library Card 6: Fool's Gold
Arrange 564
Display Radovan
Discard The Liar to explore and encounter Red Mantis Assassin
Reveal Sage's Journal
BA Perception 4+4: 1d6 + 1 + 1d4 ⇒ (4) + 1 + (4) = 9 No difficulty increase!
Recharge Shadow Barbs. Bury Sage's Journal
Combat 10+8: 1d12 + 4 + 1d10 + 1d12 + 4 ⇒ (10) + 4 + (5) + (11) + 4 = 34 Banish!
Attempt to close. Harrow
Knowledge 5+3: 1d12 + 4 + 1d4 ⇒ (12) + 4 + (4) = 20 Closed! On close heal Sage's Journal. Then move to Manor
Varian ends his turn.
Random Location: 1d5 ⇒ 3 Office!
Examine Cards: 1d4 ⇒ 3
Office Card 1: Wayfinder- Banished!
Office Card 2: Symbol of Agony
Office Card 3: Wailing Maidens - Trigger!
Reload Radovan. Harrow
Fortitude Knowledge 8: 1d12 + 4 + 3 + 1d4 ⇒ (3) + 4 + 3 + (1) = 11 Not Dazed!
Symbol of Agony and Wailing Maidens recharged.
Varian attempts to recover all cards in his Recovery pile.
Harrow
Bound Imp : Arcane 8: 1d12 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6 -> Bound Imp discarded.
Harrow Hour
Zellara's Harrow Deck: Perception 12: 1d6 + 1 + 1d4 ⇒ (5) + 1 + (3) = 9 -> Zellara's Harrow Deck discarded.
Clairvoyance discarded.
Before reset, recharge Clairvoyance
Varian resets his hand.
Hand: Enervation, Lightning Bolt, Fly, Soothing Word, Shield Cloak, Life Drain,
Displayed: Radovan (Core),
Deck: 8 Discard: 5 Buried: 0
Current Location: Manor
Hero Points: 3
NOTES:
Available Support: Enervation: Combat Check - reduce difficulty by 2d4
Other: Urban Local: Add 1d4 to any check in order listed. (No more Urban's left)
Middle of Deck (Unknown Order): The Foreign Trader, Sage's Journal, Asmodeus's Tyranny, Cult Acolyte, Grave Tender, Shadow Barbs, Codex
Recharged: Clairvoyance,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Status Link
Most Recent BR Refresh
Bank Of Abadar 1-11 remain
Varian - Manor 1-11 remain
Office 4-11, 2-3 remain // 2=Symbol of Agony 3=Wailing Maidens
Zadim, Zova, Hakon - Storehouse 1-11 remain
Blood Pool 1-11 remain
Flavor post to come!
Count Jeggare |
End of turn Deadly Ablaze!
Fire Damage: 1d4 - 2 + 1 ⇒ (2) - 2 + 1 = 1 Recharge Shield Cloak to reduce damage to 0
Updated Hand
Hand: Enervation, Lightning Bolt, Fly, Soothing Word, Sage's Journal, Life Drain,
Displayed: Radovan (Core),
Deck: 8 Discard: 5 Buried: 0
Current Location: Manor
Hero Points: 3
NOTES:
Available Support: Enervation: Combat Check - reduce difficulty by 2d4Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+3)
Other: Urban Local: Add 1d4 to any check in order listed. (No more Urban's left)
Middle of Deck (Unknown Order): The Foreign Trader, Codex, Shadow Barbs, Asmodeus's Tyranny, Grave Tender, Cult Acolyte
Recharged: Shield Cloak, Clairvoyance,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Using the storehouse as a staging area, Varian's companions look for fire fighting supplies. Varian rifles through his books and scrolls for something useful, handing Zellara's Harrow Deck to Radovan in the process. Radovan flips through the cards, "Master Orisini has a small but well stocked Library, ya know"
Varian stops in his tracks having just conjured a Bound Imp. "We must save the knowledge that we can from this conflagration!" he states turning to find Radovan already gone.
Varian makes haste to the library to find an empty cage and Radovan with a self satisfied look. Radovan approaches with a scroll. "Zell says you'd want a look at this one." Sure enough the parchment unlocks the secrets of Clairvoyance.
Radovan also finds a hidden compartment within a shrine to Gozreh and discovers a set of black masks. Both Radovan and Varian put the masks over their face to protect against the smoke. Varian reflects dryly: "There's more to Vencarlo than he is letting on"
Muttering the words laid out by the Clairvoyance scroll, Varian gets a glimpse of some of the remaining magic in the place. But also catches site of a hidden Red Mantis Assassin.
Having recently studied the tactics of the Red Mantis, Varian decides to use a more precise magic and a readies a length of Shadow Barbs in preparation.
When the assassin finally makes their move, Varian flings the barb around the assailant, trapping them in a snarl of shadowy magic.
Varian regretfully leaves the library, using his cloak to protect himself from the flames. A mournful wail comes from another part of the school. Radovan quickly plugs Varian's sensitive ears with wax earplugs to protect him from the effects of the destructive sound.
Zadim - Maelwys |
Turn 2, under the Harrow of The Wanderer
When a local character fails to acquire a boon, you may bury a card to encounter it.
Move to Blood Pool
Zadim quickly grabs what fire-fighting supplies he can find, and rushes down to the basement to attempt to locate the source of the fire.
Free Exploration - Blood Pool #1: Red Mantis Assassin
Display Armor of Insults.
Discard The Vision to bless, name 1.
Before Acting - Wisdom 4+4=8: 2d6 ⇒ (1, 2) = 3 +3 = 6. Failed.
Difficulty to defeat increased by: 1d6 ⇒ 4
Harrow Card played - Recharge Mouse, Blessing of Abadar, Blessing of Wadjet to draw 3 (Glamered Leather Armor, The Locksmith, Scorpion Whip).
Reveal Venomous Fighting Fan for combat. Recharge Venomous Fighting Fan to add +1d12 + Poison. Recharge Scorpion Whip to add Stealth. Recharge The Locksmith to add Intelligence. Display Spider Venom.
Check to Defeat - Combat 10+2x4+4=22: 1d8 + 4 + 1d4 + 1 + 1d12 + 1d8 + 4 + 1d8 ⇒ (2) + 4 + (1) + 1 + (6) + (4) + 4 + (5) = 27 - Defeated.
Bury Blue Star and Glamered Leather Armor to close.
Closed: Heal 1: 1d2 ⇒ 1 - The Queen Mother, shuffled into draw deck (deck shuffled).
Move to Bank.
As he's about to run down the stairs, Zadim suddenly has a vision... he sees an assassin in the basement, setting fires. With this foresight, Zadim runs down the stairs ready for battle! But unfortunately, the assassin hears him coming and is prepared anyway, getting the drop on Zadim.
But Zadim is prepared for battle as well, and fights fiercely. With a poison-coated fan in one hand and a poisonous whip in the other, Zadim dances around the assassin, slicing him over and over with the poisonous attacks. Quickly the assassin is overwhelmed by the poison running through his veins, and he collapses to the ground dead.
Zadim tries to put out the fires in the basement, and then seeing that the job here is done he runs back up the stairs, and towards another storage area in search of more flames to extinguish.
End of Turn Deadly Blaze: 1d4 - 2 + 1 ⇒ (2) - 2 + 1 = 1 - Meh, my hand is already empty. ;-)
Random Location: 1d4 ⇒ 4 - Storehouse
# Cards: 1d4 ⇒ 2
Storehouse #1: Magic Chain Shirt - Banished
Storehouse #2: Wyrmsmite - Banished (boo)
Draw 6 to reset my hand.
Hand: Humanbane Rapier, Gem of Physical Prowess, Mouse, Spider (Core), Blessing of Abadar, The Locksmith,
Displayed: Armor of Insults, Spider Venom,
Deck: 8 Discard: 1 Buried: 2
Hero Points: 2
NOTES:
Available Support: Use Blessing of Abadar if you hit a hard barrier
Use The Locksmith for Acrobatics or Disable
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Middle of Deck (Unknown Order): Daggermark Poisoner, Shuriken +1, Scorpion Whip, The Queen Mother, Venomous Fighting Fan +1, Blowgun, The Joke, Blessing of Wadjet
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Status Link
Most Recent BR Refresh
Zadim - Bank Of Abadar 1-11 remain
Varian - Manor 1-11 remain
Office 4-11, 2-3 remain // 2=Symbol of Agony 3=Wailing Maidens
Zova, Hakon - Storehouse 3-11 remain
BR Mhuirich |
During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
During This Scenario: At the end of your turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
Additional Rules:
Wildcards
Deadly: When you suffer damage, it is increased by 1.
Ablaze: At the end of your turn, suffer 1d4-2 (+1 Deadly) Fire damage.
Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible.
Harrows
The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances.
Story Banes
Villain: None
Henchmen (Closing): Red Mantis Assassins—Proxy A
Danger:
Story Bane
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Scenario Level (#): 4
Turn: 3, Hakon/Yewstance
Monsters
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Barriers
CotCT
Barrier 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
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 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 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
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
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spells
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Healing
To Acquire:
IntelligenceArcane 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:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Armors
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
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.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 3
Traits:
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
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
CotCT
Item 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 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
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.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
CotCT
Ally 1
Traits:
Human
Rogue
Trigger
To Acquire:
CharismaDiplomacyStealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Blessings
Core
Blessing 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: 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
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.
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hour Power: On your Charisma check, you may use your Intelligence die instead of the normal die.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Hours Remaining: 27
Hourglass
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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 Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Iomedae's Justice
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.
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 Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
The 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.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
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.
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.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1
Red Mantis Assassin
CotCT
Story Bane 3
Type: Monster
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zadim/Maelwys, None
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
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
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
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.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Varian/NathanDavis, None
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
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
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Location #4: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
CotCT
Barrier 3
Traits:
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
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #5: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Hakon/Yewstance, Zova/skizzerz, None
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
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
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.
Hakon - Story Seeker |
I'm finally back! Sorry all.
OFF-TURN ACTIONS:
Before Zadim ends his turn, Hakon buries Sacred Candle to draw the hour (The Wanderer), since it's an on-suit Harrow blessing.
========================
Over the preceding days, Hakon's former loyalty to whatever creature has fashioned itself as Korvosa's queen has continued to harden and forge itself into a silent, revolutionary fury.
Hakon joins his fellow heroes not in search of safety, but for answers and allies. After the Trinia debacle and everything else, the Skald is certain that Vencarlo Orisini must be tied to a broader movement, and Hakon is ready to be convinced that such a movement is the only way Korvosa's people will know peace.
The sight of the flames elicits one in Hakon's own chest. A filling, vigorous, rightful hatred, burning around the coal of certainty that this fire was no accident. Hakon roars, charging his body and voice with power as he charges into the heart of the Manor without delay in frantic search of Vencarlo.
Hakon starts his turn.
Hour Power: On your Charisma check, you may use your Intelligence die instead of the normal die.
Balancing between the Manor and Storehouse, I think being able to take advantage of Varian's support and the allies at the Manor tips the scale towards it.
Hakon moves to the Manor.
Free exploration:
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
BA: Hakon buries Incitation to his character power to add his Diplomacy to his check against a monster. Autopass. (Wisdom 4: 1d4+1d8+3)
Combat: Hakon reveals Kusarigama to use Melee +1d6.
Hakon discards The Wanderer to bless twice.
Combat/Melee 13 (Bless*2): 3d10 + 2 + 1d6 ⇒ (4, 9, 3) + 2 + (3) = 21 -> Pass.
Defeated.
Speeding through the foyer and halls not yet choked with smoke and flame, Hakon breaks down each and every door he sees, looking for survivors or culprits both as he howls out Vencarlo's name in his accented, magically-enhanced voice. From a nearby sliding panel to the attic, a small fox-skulled undead creature screeches in response to the flame, smoke and noise, and drops down in front of the raging Skald, surrounded by some strange magic that seeks to sap the very magic from Hakon's voice.
Hakon clamps his jaw shut mid-roar, unhooking one of his personal weapons from across the seas and throws a sharp sickle-head-like object at the creature. It dodges, but Hakon skillfully and furiously whips the chain-cord of the kusarigama around to whip its head to follow the creatures movements, flailing it in devastating lashes and whips until he strikes it square in its skull which gives way under the weighted hit. The creature's remaining body falls apart into dust as Hakon charges on without delay, rage still driving him on and cleansing the heat and exhaustion that would otherwise slow him.
Hakon discards The Inquisitor (Harrow) to explore again (and does not use the Adventure Power).
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Constitution 7 (Varian): 1d8 + 1d4 ⇒ (3) + (2) = 5 -> Fail, boo.
Banished.
Hakon breaks through a door into something resembling a large training-hall, perhaps one of several in the academy. Its walls are spotted with armoires and racks of weapons and armor, but the fires have already eaten away at much of its flooring and there's no way to access the equipment. More importantly, though, no sign of Vencarlo. Hakon grits his teeth and races on.
Hakon displays Gray Maiden Plate.
Hakon ends his turn.
Scenario: Hakon examines the top 1d4 ⇒ 3 cards of the 1d4 ⇒ 4 Storehouse.
Storehouse Card 1: Red Mantis Ambush
Storehouse Card 2: Ambrosia
Storehouse Card 3: Tower Shield
Ambrosia and Tower Shield are Banished. Red Mantis Ambush is placed on the bottom of the Storehouse.
Ablaze (Deadly): Hakon suffers 1d4 - 1 ⇒ (2) - 1 = 1 Fire damage. Hakon draws Gray Maiden Plate to reduce the damage dealt by 1, to 0.
Hakon resets his hand.
Hakon sprints down the hallways as the fires escalate, covering his head as cinders and fragments of wood rain down on him, pelting his arms and rmor.
Hand: Divine Insight (Core), Priest of Pharasma, Gray Maiden Plate, Kusarigama, Ruan Mirukova,
Displayed:
Deck: 10 Discard: 2 Buried: 2
Hero Points: 3
NOTES:
Available Support: Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
Priest of Pharasma - Bury to heal a local character 1d4+1 cards
Ruan Mirkova - Recharge to add 1d4 and the Magic trait to a local check. If passed, that character may heal a card.
Bury a card (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Unless you have a specific plan in mind, please use from the bottom of my hand first.
Movement: Move per current player's decision
Other: I could've probably explored one more time, but I wanted to keep the Priest in my hand in case I had to discard 2-3 cards at EoT to damage.
Middle of Deck (Unknown Order): Blessing of Kofusachi, Delve, Double Chicken Saber +1, Commune (Core), Shining Wayfinder, Bodyguard, Cure (Core), Sacred Candle (2), Blessing of Wadjet, Glorious Warhammer
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.
After the start of Zova's turn, Hakon displays Gray Maiden Plate again.
Status Link
Most Recent BR Refresh
"Notes for Varian: Must make a Wisdom 4 check to avoid being Dazed.
Recharged a card for Urban assistance.
"
Zadim - Bank Of Abadar 1-11 remain
Varian, Hakon - Manor 3-11 remain
Office 3-10, 1-2 remain // 1=Symbol of Agony 2=Wailing Maidens
Zova - Storehouse 4-9, 1 remain // 1=Red Mantis Ambush
Zova, Shoanti Wanderer |
Hour of Benefaction. Between Start of Turn and Move steps, display Aspect of the Hawk and recharge Dog to examine the top card of Storehouse (Card 4: Orc Rager). Stay at Storehouse and explore.
Storehouse 4: Orc Rager. Send Cloud Puff to recovery to ignore the bane's BA. Use Aspect of the Hawk with Dexterity for combat. Recharge Sedja to add my Survival + 2. Reveal Fire Gecko to add 1d4 and the Fire trait.Combat 10+4+4=18: 1d8 + 1d6 + 3 + 1d8 + 5 + 2 + 1d4 ⇒ (5) + (2) + 3 + (1) + 5 + 2 + (3) = 21 Defeated. Discard The Snakebite to explore. Since I played my Harrow, recharge Erutaki Coat and Amulet of Mighty fists and draw 2 replacement cards (Balmberry, Angelstep).
Storehouse 5: Red Mantis Mask. Use Fortitude and recharge Bat to add my Survival. Fortitude 8: 1d8 + 1 + 1d8 + 5 ⇒ (7) + 1 + (5) + 5 = 18 Automatic success, acquired. Discard Fire Gecko to explore.
Storehouse 6: Dire Crocodile. Use Aspect of the Hawk with Survival, and additionally discard Balmberry to add 1d6. Fire Gecko adds 1d4 and the Fire trait. Reveal Red Mantis Mask to add 1. Combat 15 (19): 1d8 + 5 + 1d6 + 3 + 1d6 + 1d4 + 1 ⇒ (2) + 5 + (4) + 3 + (5) + (1) + 1 = 21 Success, and with sufficient overkill.
Send Angelstep to recovery to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards (The Snakebite, Balmberry). Move on to end of turn, doing the scenario power first. Looks like nobody wants weapons as their first priority, so I think examining Storehouse is the best play here to avoid banishing boons that others would want, even though it puts a crappy barrier back atop the deck.
Examine Storehouse (retcon: this should've been random, roll is below the rest of turn to avoid messing up recovery dice rolls, but I ended up rolling Storehouse anyway): Proxy A5, Spectre, Venomous Dagger. Discard Red Mantis Mask to evade the summoned Inferno, banish Venomous Dagger, then put the remaining two at the bottom of the location in the order examined. Storehouse is now in the following order: Red Mantis Ambush, Henchman Proxy A5, Spectre.
Then I suffer 1d4 - 1 ⇒ (2) - 1 = 1 Deadly Ablaze damage except my hand is empty. Then Aspect of the Hawk is automatically recharged at end of turn. Recover Cloud Puff Survival 5: 1d8 + 5 ⇒ (3) + 5 = 8 Automatic success. Recover Angelstep Survival 9: 1d8 + 5 ⇒ (4) + 5 = 9 Success. Choose Hand Size of 7 (+1 from Storehouse for 8) and reset.
End of turn examine retcon: 1d4 ⇒ 4 Storehouse.
While the rest of the group works on securing the academy and putting out the flames, Zova takes stock of the storehouse and tries to uncover who might be behind this bout of arson. An orc and his pet crocodile appear in the storehouse as well, clearly a bandit hoping to get some easy loot from the place before it burns down. Zova knocks them out with her talons before noticing a strange mask on the ground, clearly belonging to the order of assassins known as the Red Mantis. As Zova muses whether or not this is a clue, she spots another mask -- this time on a person holding a torch -- trying to set the storehouse alight. She manages to scare him away, preventing another fire from starting up for the time being.
Hand: Raven, Stone Axe +1, Sarenrae's Light, Aspect of the Frog, Balmberry, Dog, Blessing of Ketephys, Erutaki Coat,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Current Location: Storehouse
Hero Points: 2
CCT-3A Playmat: available
CCT-3A Reroll: available
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Sarenrae's Light: Recharge to heal a card if local to Zova
- Blessing of Ketephys: On any check, discard to bless (recharge if used on Varian's turn)
Ask in Discord before using:
- None
Movement: Move with party unless stated otherwise in post
Middle of Deck (Unknown Order): Blessing of the Green Faith, Stone Weasel, Sedja, The Snakebite, Amulet of Mighty Fists, Bat
Recharged: Aspect of the Hawk, Cloud Puff, Angelstep,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
-
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☑ or to evade your encounter).
Status Link
Most Recent BR Refresh
"Notes for Varian: Must make a Wisdom 4 check to avoid being Dazed.
Recharged a card for Urban assistance.
"
Zadim - Bank Of Abadar 1-11 remain
Varian, Hakon - Manor 3-11 remain
Office 3-10, 1-2 remain // 1=Symbol of Agony 2=Wailing Maidens
Zova - Storehouse 1, 7, 8 remain // 1=Red Mantis Ambush, 7=Henchman, 8=Spectre
Count Jeggare |
Off turn BA Attic Whisperer
Wisdom 4: 1d6 ⇒ 2 Dazed!
Recharge Enervation
Hour of Incitation
Manor: Start of turn, recharge Lightning Bolt to draw The Foreign Trader
Riffle Scrolls: Start of turn, draw Cult Acolyte, Asmodeus's Tyranny, and Codex. Then recharge them all.
Banish Soothing Word to Recovery to heal The Liar then remove Dazed
Banish Fly to recovery to examine:
Office: Bound Homunculus
Manor: Giant Slug
Then move to Office
Free explore and encounter Bound Homunculus
Arcane 8: 1d12 + 4 ⇒ (2) + 4 = 6 Banished! Not super exciting this time around!
End of turn Examine random location: 1d4 ⇒ 4 Storehouse: A number of cards: 1d4 ⇒ 1 Cool! Red Mantis Ambush recharged!
Deadly Ablaze: 1d4 - 1 ⇒ (1) - 1 = 0Whew. My turn wasn't exciting, but my end of turn was cool
On recovery, discard both spells. Before reset, recharge Fly
Not having the brute willpower of Hakon, Varian succombs to the screeching pain of the undead creature. He takes on a terrifically unbecoming scream himself. He riffles through his scrolls furiously and realizes that he has the perfect Word at the ready, and his ragged cry becomes a soothing word, "Safe", but he knows in his heart it's a lie.
Varian briefly considers assisting Zova with the assassins in the store room, but considers himself ill equipped. Instead he takes flight to get a better vantage point of where other fires are and what else can be saved. He'll say this for Vencarlo, whether he's indeed Blackjack, he's keeping some strange creatures in the academy. Varian sets down in the academy's office and attempts to take magical possession of a homunculus, but he only manages to free the thing.
For the time being, Varian is "safe."
Hand: Grave Tender, Enervation, The Foreign Trader, Sage's Journal, Clairvoyance, Shield Cloak, Life Drain,
Displayed: Radovan (Core),
Deck: 7 Discard: 5 Buried: 0
Current Location: Office
Hero Points: 3
NOTES:
Available Support: Enervation: Combat Check - reduce difficulty by 2d4Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+4)
Foreign Trader: Local Non-Combat, bless and add 1d12
With a clear strategy, someone can trigger Clairvoyance
Other: Urban Local: Add 1d4 to any check in order listed.
Middle of Deck (Unknown Order): Cult Acolyte, Shadow Barbs, Codex, Asmodeus's Tyranny, Lightning Bolt, The Liar
Recharged: Fly,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Status Link
Most Recent BR Refresh
Zadim - Bank Of Abadar 1-11 remain
Hakon - Manor 3-11 remain // 3=Giant Slug
Varian - Office 4-10, 1-2 remain // 1=Symbol of Agony 2=Wailing Maidens
Zova - Storehouse 7, 8, 1 remain // 7=Henchman, 8=Spectre 1=Red Mantis Ambush
Zadim - Maelwys |
Turn 4, under the Harrow of The Theater
At the start of your turn, examine the top card of your location; you may encounter it.
Examine Bank #1: Helpful Haversack, and encounter.
Check to Acquire - Dexterity 6: 1d8 + 2 ⇒ (3) + 2 = 5 - Failed, banished.
Recharge The Locksmith to examine top card of location - Bank #2: Crow.
Move to Storehouse.
Entering the money vault, Zadim takes a quick look around. He spots a bag on the floor, but picking it up finds that the magic has been damaged and it's no longer useful. Hearing a crow off in the distance, he makes a note to mention that to Zova, in case it can become a useful ally. Just as he's thinking this, he hears another commotion from the store room and runs back that direction.
Free Exploration - Storehouse #7: Red Mantis Assassin
Before Acting, Wisdom 4+#=4: 1d6 ⇒ 2 - Failed.
Difficulty Increased by: 1d6 ⇒ 4
Reveal Humanbane Rapier for combat, +1d8 vs Human. Reload Humanbane Rapier for +1d4. Reload Spider for +1d4 and Poison. Recharge Mouse to add +1d4. Recharge Blessing of Abadar to add Intelligence to a Poison check.
Check to Defeat - Combat 10+##+4=22: 1d8 + 4 + 1d6 + 1 + 1d8 + 1d4 + 1d4 + 1d4 + 1d8 ⇒ (2) + 4 + (3) + 1 + (5) + (2) + (1) + (4) + (8) = 30 - Defeated.
Discard my hand (Gem of Physical Prowess) to close the location.
Draw 2 new items (Ring of Protection, Liquid Courage), and banish 1 (Liquid Courage).
Move to Manor. Zova moves to Bank, to keep us still mostly spread out.
End of turn, Examine: 1d4 ⇒ 3 cards from Location: 1d3 ⇒ 3 - Office
Office #4: Minotaur - Placed on bottom
Office #5: Keen Rapier - Banished
Office #6: Drowning Mud - Placed on bottom
End of turn, Ablaze: 1d4 - 2 + 1 ⇒ (4) - 2 + 1 = 3 damage, recharge Ring of Protection to reduce damage by 3.
Rushing into the room, Zadim brandishes his rapier at the assassin. The poison-tipped blade quickly pierces his foe, striking him to the ground. Looking around the store room, he confirms that it is now empty and secured before moving off to meet up with Hakon. Luckily, on his way out he spots the glint of a magical ring, and scoops it up.
Draw 6 cards to reset my hand.
Hand: Humanbane Rapier, Scorpion Whip, Blowgun, Spider (Core), The Queen Mother, The Joke,
Displayed: Armor of Insults, Spider Venom,
Deck: 8 Discard: 2 Buried: 2
Hero Points: 2
NOTES:
Available Support: Recharge the Joke to bless any Craft, Diplomacy, Disable, or Stealth check
Need Intel?: Recharge Blowgun or Scorpion Whip to examine top card of my location
Local Combat: Recharge Blowgun or Scorpion Whip to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Middle of Deck (Unknown Order): Blessing of Wadjet, Daggermark Poisoner, Venomous Fighting Fan +1, Shuriken +1
Recharged: The Locksmith, Mouse, Blessing of Abadar, Ring of Protection,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Status Link
Most Recent BR Refresh
Zova - Bank Of Abadar 2-11 remain // 2=Crow
Hakon, Zadim - Manor 3-11 remain // 3=Giant Slug
Varian - Office 7-10, 1-2, 4, 6 remain // 1=Symbol of Agony 2=Wailing Maidens, 4=Minotaur, 6=Drowning Mud
Hakon - Story Seeker |
Hakon starts his turn.
Hour Power: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
Hakon's frenzy continues to burn, but the continued lack of any sign of Vencarlo's presence stifles the fiercest of his inner flames to slow-burning coals. The power invigorates and protects him, but kept in check by his sensibilities as the Skald increasingly becomes convinced that Vencarlo must have already escaped.
Especially if Varian's discoveries ring true, and that Vencarlo was Blackjack all along.
Okay, that Hour power changes my plans. I can't actually keep any boons I encounter, but I'm much more likely to acquire them. The Office location only has boons and the henchman left on top, so this seems like the best chance to fish for deck upgrades before the rest of the boons get burned.
Hakon moves to the Office.
Free exploration:
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Acquired.
(Hour) Buried.
Hearing shouting down a hallway full of smoke and cinders, Hakon charges through the haze fearlessly, breaking down a door heedless of the risk. The backdraft causes a sudden surge of heat and smoke, but a rat-like humanoid slips out, hacking and coughing, fur matted. Hakon covers his burning eyes, waving blindly and yelling to the rescued rat-person to flee the manor. By the time Hakon retreats to safety and clears his watering eyes, they're gone.
Hakon discards Ruan Mirukova to heal a random card (The Wanderer), then explore again.
Wand of Force Missile:
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Office Card 9:
Acquired.
(Hour) Buried.
Hakon continues to blink as he takes a moment in the relatively safe foyer, eyes burning as he looks around for his compatriots. No sign of them in the immediate vicinity, but a magic-exhausted wand along the floor suggests that Varian may have been in the area, perhaps trying to suppress flames with its magic.
I could explore again, but healing is more valuable than explorations now that we're largely just down to a small number of banes.
Hakon ends his turn.
Scenario: Hakon examines the top 1d4 ⇒ 3 cards of the 1d3 ⇒ 3 Office.
Office Card 9: Divine Fortune
Office Card 10: Red Mantis Assassin
Office Card 1: Symbol of Agony
Darn, I really should've taken that last exploration. Divine Fortune is Banished, goodbye Spell 3...
Red Mantis Assassin and Symbol of Agony are placed on the bottom of the Office. All cards in the Storehouse are known and ordered.
Ablaze (Deadly): Hakon suffers 1d4 - 1 ⇒ (3) - 1 = 2 Fire damage, and draws Gray Maiden Plate to reduce the damage by 1, to 1, then discards Gray Maiden Plate to the remaining damage.
Hakon resets his hand.
Burning pages scatter amidst the cinders of the air. Clearly a small library or trove of scrolls must have gone up in flame nearby. The sight of the magics, stories, and history becoming ash before his eyes stokes the coals of Hakon's fury once more.
Hand: Glorious Warhammer, Divine Insight (Core), Priest of Pharasma, Delve, Kusarigama,
Displayed:
Deck: 9 Discard: 3 Buried: 4
Hero Points: 3
NOTES:
Available Support: Glorious Warhammer - Recharge to examine the top card of my location (only use if you don't anticipate burying my other weapon)
Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
Priest of Pharasma - Bury to heal a local character 1d4+1 cards
Delve - Bury (via Recovery) to add 1d8 to any check to acquire a Weapon, Armor, or Item 3.
Bury a card (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Unless you have a specific plan in mind, please use from the bottom of my hand first.
Movement: Move per current player's decision
Middle of Deck (Unknown Order): Sacred Candle (2), Cure (Core), Blessing of Wadjet, Blessing of Kofusachi, Double Chicken Saber +1, Bodyguard, Shining Wayfinder, The Wanderer, Commune (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.
Status Link
Most Recent BR Refresh
Zova - Bank Of Abadar 2-11 remain // 2=Crow
Zadim - Manor 3-11 remain // 3=Giant Slug
Hakon, Varian - Office 2, 4, 6, 10, 1 remain // 2=Wailing Maidens, 4=Minotaur, 6=Drowning Mud, 10=Red Mantis Assassin, 1=Symbol of Agony
Zova, Shoanti Wanderer |
Move to Bank of Abadar off-turn. As a note: Hakon needs to summon and encounter the danger per scenario power (due to examining Red Mantis Assassin). This doesn't impact my turn so I'm not going to wait. Hour of Iomedae's Justice. Stay at Bank and explore.
Zadim catches sight of Zova and mentions a scared crow trapped in the vaults. Zova heads in that direction to try and free it.
Bank of Abadar 2: Crow.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Survival 5: 1d8 + 5 ⇒ (5) + 5 = 10 Automatic success. Acquired, bury Stone Axe +1 per location power. Discard Crow to explore Bank of Abadar 3: Aspect of the Monkey.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Crow adds 1d4. Wisdom 7: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 Acquired, but bury it for the location power.
The crow looks at Zova with gratitude and seems to think for a moment before heading off deeper into the vault with a caw. Zova follows it, to find the crow alight on a worn book depicting numerous scientific drawings of monkeys. Zova picks up the book and stashes it away, thinking to herself that it may help with practicing her shifting powers later. With that being done, the crow heads outside into fresher air.
Discard Dog to explore Bank of Abadar 4: Henchman Proxy A4.
CotCT
Story Bane 3
Type: Monster
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Dog lets me ignore the Before Acting power. For the combat, use my unarmed Strength and recharge Aspect of the Frog to add my Survival + 1 and the Animal trait. Now that the check invokes the Animal trait, discard Blessing of Ketephys to bless twice. Combat 10+4+4=18: 3d6 + 1d8 + 5 + 1 ⇒ (3, 6, 4) + (2) + 5 + 1 = 21 Success, bury Balmberry to close.
The motion in the vaults must have attracted the attention of one of the Red Mantis Assassins stalking the area. The assassin pinned Zova down before she could react, however the lack of hands won't stop the shifter. She transforms her mouth into one more akin to a frog and makes use of the newly-elongated tongue to poke him in the eyes. As he lets go of her to cover them, she flips him to the ground and pummels him until he stops moving.
On closing, move to Office, then recharge Sarenrae's Light to have Varian heal 1 card (note: Hakon needs to summon an Inferno which would deal 2 Fire damage each to Hakon and Varian before this heal goes off). End of turn shenanigans, first off I examine the top 1d4 ⇒ 1 cards of 1d2 ⇒ 2 Office. Top card is Wailing Maidens (trigger). Choose Fortitude, then discard Raven (normally recharge, discarded per location power) to add my Survival. Fortitude 8: 1d8 + 1 + 1d8 + 5 ⇒ (8) + 1 + (6) + 5 = 20 Automatic success. Wailing Maidens then moves to the bottom of the location. Finally Ablaze+Deadly causes me to suffer 1d4 - 1 ⇒ (4) - 1 = 3 Fire damage. Discard Erutaki Coat, which is the only card in my hand right now. Continue with a Hand Size of 7 as I reset; I can always drop down to 3 if I get in dire straits.
Zova then heads to the office to regroup with Hakon and Varian. Noting the latter's injuries she says a quick prayer to Sarenrae to use a bit of healing magic on him. An ear-piercing supernatural scream comes through the window to the office, but Zova is able to quickly shut the window before it could have any effect. Unfortunately, this has the effect of also shutting in the smoke coming from the burning parts of the building, so the group will need to move quickly before they choke on it.
Hand: Bat, Sedja, Stone Weasel, The Snakebite, Amulet of Mighty Fists, Blessing of the Green Faith, Aspect of the Hawk,
Displayed:
Deck: 4 Discard: 7 Buried: 3
Current Location: Office
Hero Points: 2
CCT-3A Playmat: available
CCT-3A Reroll: available
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Blessing of the Green Faith: Recharge to bless.
- The Snakebite (Harrow): On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
- Sedja: Bury to move any number of local characters to another location. This power cannot be used during an encounter. If we don't close out Office next turn, this might be useful to avoid spreading around fire damage from Inferno.
Ask in Discord before using:
- None
Movement: Move with party unless stated otherwise in post
Middle of Deck (Unknown Order): 0
Recharged: Cloud Puff, Angelstep, Aspect of the Frog, Sarenrae's Light,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
-
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☑ or to evade your encounter).
Status Link
Most Recent BR Refresh
Notes for Varian: Suffers 2 BA fire damage from Inferno, then heals 1 card
Notes for Hakon: needs to summon Inferno before the end of his last turn
Zadim - Manor 3-11 remain // 3=Giant Slug
Hakon, Varian, Zova - Office 4, 6, 10, 1, 2 remain // 4=Minotaur, 6=Drowning Mud, 10=Red Mantis Assassin, 1=Symbol of Agony, 2=Wailing Maidens
Count Jeggare |
Off turn 2 Fire Damage from Inferno. Recharge Shield Cloak to reduce damage to 0
Heal Soothing Word
Hour of Incitation
Riffle Scrolls: Draw Shadow Barbs, Shield Cloak, and Asmodeus's Tyranny. Then recharge Grave Tender, Shadow Barbs, and Asmodeus's Tyranny.
I'd love to go boon hunting but Inferno from Office is imminent.
Banish Clairvoyance to recovery to examine Office
4=Minotaur, 6=Drowning Mud, 10=Red Mantis Assassin
Rearrange to put Red Mantis Assassin on top.
Free explore and encounter Red Mantis Assassin
Reveal Sage's Journal
BA Perception 4+4: 1d6 + 1 + 1d4 ⇒ (2) + 1 + (4) = 7
Increase Difficulty by: 1d6 ⇒ 1 Nice!
Freely Banish Enervation to recovery to decrease difficulty by: 2d4 ⇒ (4, 2) = 6
Banish Life Drain to recovery. Reveal Sage's Journal
Combat 10+8+1-6=13: 1d12 + 4 + 2d4 + 1d4 ⇒ (11) + 4 + (1, 3) + (3) = 22 Banished! Heal The Idiot
Attempt to close, discard The Foreign Trader. Urban: Recharge Shield Cloak
Charisma 5+3: 1d6 + 1d6 + 1d12 + 1d4 ⇒ (6) + (2) + (11) + (1) = 20 Closed! WPC: Recharge Sage's Journal. Move to Manor
End of turn examine Manor: 1d4 ⇒ 3
Giant Slug: Banished, Wyvern Blade Trap: Recharged, Minor Harrowing: Banished
Deadly Ablaze: 1d4 - 1 ⇒ (4) - 1 = 3 No cards in hand.
Recovery: Discard all Spells.
Before Reset: Recharge Clairvoyance
Vencarlo's office is getting engulfed in flames and smoke. And there are discomfiting screams and beastial noise adding to the chaos and confusion. Protected for the time being by Radovan, Hakon, and Zova, Varian pauses to open up his third eye as Zellara has been trying in vain to teach him from beyond the grave.
Out of body, Varian subconcious darts from one thing to the next like an anxious hummingbird, flitting this way to see a horned beast blocking the back exit out of the burning building; then to a nearby well that's been tampered with, nothing but mud from its depths thwarting any outside help that might come; then finally alighting on the location of a Red Mantis Assassin on their way out of the doomed office.
Varian snaps out of his magic-induced stuper. Stands up too quickly, inducing a sick hiccup, and a brief pause to recover. He rushes directly to where he knows the Red Mantis to be slowing the assassin down with an enervating energy flowing from Varian's shaking fingers.
The assassin stumbles attempting to lob a projectile at Varian's face but it bounces harmlessly aside. Now Varian reshapes the magic to pull not just the life force but the intellect away from the Red Mantis assailant.
Satisfied that he's no longer a threat, he shouts for the others to leave and closes this part of the structure down so it's destruction won't impact the rest of the building as much.
Hand: Asmodeus's Tyranny, Grave Tender, Shadow Barbs, The Liar, Soothing Word, The Idiot, Lightning Bolt,
Displayed: Radovan (Core),
Deck: 6 Discard: 6 Buried: 0
Current Location: Manor
Hero Points: 3
NOTES:
Available Support: Blessings Available. The Liar is great for Closing
Other: Urban Local: Add 1d4 to any check in order listed.
Middle of Deck (Unknown Order): Codex, Cult Acolyte, Fly
Recharged: Shield Cloak, Sage's Journal, Clairvoyance,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Status Link
Most Recent BR Refresh
Notes for Hakon: needs to summon Inferno before the end of his last turn
Zadim, Hakon, Varian, Zova - Manor 6-11, 4 remain // 4=Wyvern Blade Trap
Zadim - Maelwys |
Turn 10, under the Harrow of The Big Sky
At the start of your turn, you may remove 1 of your scourges.
Zadim leads the group running back into the main section of the manor where the last assassin must be hiding. With almost the entire building now aflame, time is running out.
Free Exploration - Manor #6: Holy Light
Check to Acquire - Wisdom 8: 1d6 ⇒ 5 - Failed, banished.
Zadim runs past a spell scroll as it catches fire. No time to stop and trifle with such things!
Discard The Queen Mother to explore - Manor #7: Thunderstorm
Immediately displayed, no effect until the start of the next turn.
In the next room, the second floor threatens to collapse onto them, raining sparks and embers around the group. It's holding on so far, but not for much longer... time is of the essence!
Discard Spider to explore again - Manor #8: Horn of Blasting
Zova recharges Blessing of the Green Faith, because even though it's only an Item 2, we're not likely to get much else here after this.
Check to Acquire - Constitution 7: 2d8 ⇒ (3, 8) = 11 - Acquired
As Zadim continues to scan for the assassin, he spots a horn on the ground. He quickly scoops it up, thinking it could at least be useful to summon help once they've dealt with the final foe.
Discard The Joke to explore again again - Manor #9: Red Mantis Assassins
Before Acting - Wisdom 4+4=8: 1d6 ⇒ 5 - Failed, Difficulty increased by: 1d6 ⇒ 4
Reveal Humanbane Rapier for combat +1d8 vs Human. Reload Humanbane Rapier for +1d4. Reload Spider Venom for +1d4 and Poison. Recharge Blowgun to add Stealth (+1d8+4). Recharge Scorpion Whip to add Intelligence (1d8)
Check to Defeat - Combat 10+4+4+4=22: 1d8 + 4 + 1d6 + 1 + 1d4 + 1d4 + 1d8 + 4 + 1d8 ⇒ (2) + 4 + (4) + 1 + (2) + (2) + (6) + 4 + (8) = 33 - Defeated
Use Charisma to close. Varian recharges Asmodeus's Tyranny for +1d4 at an Urban location. Varian discards The Liar and the top 5 cards of his deck to super-bless the final closing check.
Check to Close - Charisma 5+4=9: 1d4 + 1d4 + 6d4 ⇒ (4) + (1) + (4, 2, 1, 4, 4, 3) = 23 - Super-closed for the Win!
Finally, Zadim spots the last enemy. He runs at them, with his well poisoned rapier leading the way, quickly slicing the man down with little effort. As the group tumbles back out of the flaming house into the fresh air, a constable runs up to them, and tries to stop them from exiting, thinking they might be responsible for the fires. Zadim stumbles his words for a minute, before the suave Varian saunters over and easily smooth-talks their way past the man with little effort, so smoothly that by the end of it both the constable and Zadim believe that somehow the constable himself was more likely to be responsible for the fire than the group. As the constable stands confused, the group disappears around a corner into the night...
We win!
BR Mhuirich |
3A Development
His academy burned and his home ransacked, Vencarlo Orisini is nowhere to be found. The Red Mantis assassins—masked destroyers in service of the insect god Achaekek—have kidnapped the great sword master. The red-shrouded mantises do not speak, so they cannot tell you where Orisini has been sequestered.
However, as the old proverb says, send an assassin to do a thief’s job and your hands will bear only blood. The Red Mantis may have taken Orisini, but they were no good at learning his secrets. Behind a painting by the artist Salvator Scream, you made a stunning discovery: a chest containing the gear of the legendary hero Blackjack! The name of Blackjack alone is enough to strike fear into the hearts of evildoers. The costume should be enough to stop those hearts cold.
Since Orisini cannot wear his cape and cowl, it falls to another. Someone must take up the mantle of Blackjack. That someone is you.
Reward
Each character may add the Blackjack: Hero of Korvosa role to their deck box. Each time they gain a power feat that appears only on their role, they also gain a power feat on their Blackjack role. Each time they gain a power feat on their role that also appears on their character card, they also gain that feat on their character card. At the start of each scenario in this Adventure Path, 1 character may replace their role with the Blackjack role and shuffle the Loot item Blackjack’s Gear and the Loot weapons Blackjack’s Daggers and Blackjack’s Rapier from the vault into their deck.
Acquired Cards
Eries Yelloweyes (Ally 2)
Crow (Ally 1)
Gozreh's Growth (Blessing 1)
Red Mantis Mask (Item 3)
Horn of Blasting (Item 2)
Wand of Force Missile (Item 1)
Aspect of the Monkey (Spell 2)
Clairvoyance (Spell 3)
Blackjack - Ode to Rebellion |
However, as the old proverb says, send an assassin to do a thief’s job and your hands will bear only blood. The Red Mantis may have taken Orisini, but they were no good at learning his secrets. Behind a painting by the artist Salvator Scream, you made a stunning discovery: a chest containing the gear of the legendary hero Blackjack! The name of Blackjack alone is enough to strike fear into the hearts of evildoers. The costume should be enough to stop those hearts cold.
Since Orisini cannot wear his cape and cowl, it falls to another. Someone must take up the mantle of Blackjack. That someone is you.
Vencarlo must have known all along what sickness was infecting Korvosa. Not the blood plague, but the machinations of a monstrous oppressor wearing the face of a Queen. He knew all along while Hakon followed blindly, taken in by words and promises without truth or action. For one who knows the power of Words so well, they still ensorcelled Hakon as true as any spell could.
Vencarlo, however great and noble, is but a man, though. In his searches, Hakon heard of the tales of Blackjack going back further than Vencarlo. This armor, this gear; 'tis a mantle, a symbol. Like the tattoos upon Hakon's skin and the stanzas he sings, this armor is more than any one warrior. And to uphold it requires more than any one warrior. With no sign of Vencarlo, it requires someone new.
Hakon takes the gear, removing his gauntlets and trying to pull on one of Blackjack's gloves. Despite his larger frame, the glove easily accommodates his size, too perfectly to be coincidence. An enchantment upon the gear for fit, perhaps? He balls his fist, testing the material. It's almost weightless, yet sturdy.
Of course it's sturdy. What can break an idea? What can destroy the meaning of a symbol?
The fires burn in Hakon again, but of a new kind. A ferocity not borne of anger, but justice. A new song, a new stanza, a new ode. To the rebellion - the freedom - of Korvosa.
BR Mhuirich |
3B: The Emperor of Old Korvosa
An open-air balcony’s brightly colored canvas roof extends up over the area like a halfdome, decorated with scenes of gruesome debauchery. On the balcony is a poor man’s version of the Crimson Throne, a high-backed thing of blood-red cushions, silks, and spikes. By the throne stands a towering guillotine of wood and bone, its glittering blade housed in a leering demonic maw.
This is a place where blood is spilled, and the crowd of Old Korvosa has come to see it done.
“Where is Salvator Scream?” says a woman from the crowd of spectators. An elf with a bright smile, the woman looks to you with an acknowledgement of friendship, though you have never known her or this Scream person.
From the throne comes a bold command.
“You dare?” says the old man in the disheveled cape and crown. “You come before the Emperor of Old Korvosa and make demands? Tell me, Jabbyr, does anyone do that?”
A hooded gnome giggles from his position by the famed guillotine known as the Tall Knife. “Nope,” he says. “Nope, nope, nope.”
“Salvator Scream, the most talented artist in all of Korvosa, is a guest of the crown,” the Emperor proclaims. “Only those who win my game may catch a glimpse of his grandeur. Those who lose are fed to the Tall Knife.”
“Then we’ll win your game!” says the elf, patently including you in a bargain you had no intention of sealing. “What game are we playing?”
“BLOOD PIG!” shouts the crowd as one. You look on in horror as squealing piglets are placed in cages on the arena floor, near pits containing ravenous wolverines.
“The rules of Blood Pig are as follows!” shouts the gnome. “Pig goes in hole, one point. All pigs in holes, most points wins.”
That’s... not right.
“Blood Pig! Blood Pig! Blood Pig!” chants the crowd. You look into the piglets’ eyes and realize you both just got dealt a very bad hand.
“Oink?” asks one.
Sorry, piggie. It’s a beautiful day for a blood sport.
Story Banes
Danger: Thug
Villain: None
Henchmen: None
Setup: When preparing the story banes, display the non-closing henchman Blood Pig Bout next to the scenario. Shuffle a Proxy B (Squealing Pig) into each location.
During This Scenario:
At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the empreror pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
To win, defeat and corner Pilts Swastel.
Harrows
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore.
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.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances.
Wildcards
1d18 ⇒ 11 Wearisome: Each turn, you may use no more than 1 power that lets you explore.
1d18 ⇒ 1 Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
1d18 ⇒ 14 Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
BR Mhuirich |
During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the empreror pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
To win, defeat and corner Pilts Swastel.
Additional Rules: Wildcards
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrows
The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore.
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.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead.
CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances.
Story Banes
Danger: Thug
Villain: None
Henchmen: None
Danger:
Story Bane
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 10+##OR
Charisma
Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
Scenario Level (#): 4
Turn: 1, Hakon/Yewstance
Monsters
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
CotCT
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
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 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
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Barrier 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 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
Barrier 0
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Weapons
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
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 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Spells
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
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 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
Allies
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Ally 3
Traits:
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
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.
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
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: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Core
Blessing 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.
Hour Power: On your check against an Outsider card, add 1d4.
Current Hour:
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.
Hours Remaining: 29
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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.
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.
Torag's Power
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Shelyn's Song
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.
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 Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Pharasma's Knowing
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.
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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 Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Erastil's Eye
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 7
Located/Displayed Here: Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, Zova/skizzerz, None
CotCT
Supporter 1
Traits:
Bard
Human
Veteran
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
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 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Location #2: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Spell 1
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Location #3: Abandoned Shacks
Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
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
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Location #4: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
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
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 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.
Zadim - Maelwys |
Zadim will start at the Abandoned Shacks, to provide potential combat support for anybody that finds themselves chasing a greasy pig in this general direction on the first turn.
Draw 6 for my starting hand. Add The Wanderer (Harrow) to my hand. Acquire and discard The Rakshasa using my reward power.
Seeing the messy looking pigs running around, Zadim looks sadly down at his armor. Then he decides that really, this is no worse than some of the blood stains he's washed off of it before, so surely he can make it work. He decides to embrace the fun of it, gives the group an uncharacteristic grin, and runs off to the far side of the area to start trying to corner piggies.
Hand: Shuriken +1, Scorpion Whip, Glamered Leather Armor, Bloodroot Poison, Mouse, Blessing of Abadar, The Wanderer (Harrow),
Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support: Against a barrier, discard Abadar to bless twice. (especially against the Bout, if you're worried you won't beat it)
If you moved, discard The Wanderer to bless twice.
Need Intel?: Recharge Scorpion Whip to examine top card of my location
Local Combat: Recharge Scorpion Whip to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Middle of Deck (Unknown Order): Blowgun, Spider (Core), Blessing of Wadjet, The Joke, Gem of Physical Prowess, Daggermark Poisoner, Humanbane Rapier, Venomous Fighting Fan +1, Armor of Insults, Blue Star, The Locksmith
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top (☐ or bottom), card of your location deck.
On your check that invokes Poison (☐ or Acid or Undead)(☐ or Obstacle or Trap), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth (☐ +2).
□ When a Poison item requires you to banish or bury a card from your hand or deck, you may discard (□ or recharge) it instead.
☑ You may ignore a monster’s immunity to the Poison trait.
□ After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Count Jeggare |
Varian stands stunned in disbelief at what he will be required to do, while Radovan pulls his hair back and puts some grippy gloves on in preparation.
Start at Plaza
Loot: Replace Flame Staff with Zellara's Harrow Deck
Dragon's Demand Loot: Replace Corrosive Dagger +1 with Soothing Word
Hand: Wand of Force Missile, Grave Tender, Cult Acolyte, The Idiot, Shadow Barbs, The Foreign Trader, Zellara's Harrow Deck, Vampiric Touch,
Displayed: Radovan (Core),
Deck: 10 Discard: 0 Buried: 0
Current Location: Plaza
Hero Points: 3
NOTES:
Available Support: Foreign Trader: Local Non-Combat, bless and add 1d12
Other: Urban Local: Add 1d4 to any check in order listed.
Middle of Deck (Unknown Order): Shield Cloak, Fly, Codex, Sage's Journal, Soothing Word, Enervation, The Midwife, Lightning Bolt, Bound Imp , Asmodeus's Tyranny
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +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 (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1). (☐ If it is an Arcane card, add its level, and you may add each of its traits.)
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards (☐ or you may reload that number of cards instead).
☐ On your check that has a trait matching the adventure's harrow suit, you may recharge (☐ or reload) a spell or a Harrow boon to use Arcane instead of the normal skill.
☑ You may bury a spell or a Harrow boon from your hand or discards to reload or recharge (☐ or draw) an Arcane spell from your discards
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Blackjack - Ode to Rebellion |
Strategy Considerations:
My overall character complexity (and potential for support) has gone up quite a lot since the last scenario. In general, I have far better ability to provide local check support and control my hand, so please keep that in mind and use my cards liberally as needed.
We can't explore much, so may as well make use of throwing our blessings at more checks than we otherwise would, this scenario.
===================================
LOOT (3A Reward): Blackjack (Role) Blackjack's Gear (Item), Blackjack's Rapier (Weapon), Blackjack's Daggers (Weapon)
LOOT (Dragon's Demand AP Reward): Kusarigama (Weapon) -> Incitation (Blessing)
LOOT: Fencer -> Ruan Mirukova
Hakon starts at the Plaza.
Hakon draws his starting hand, then adds his Harrow to it.
(Blackjack) Hakon draws an additional three cards, then adds three cards from his hand to Kit.
Hakon (or should he think of himself as "Blackjack" now?) pulls his mask up higher to conceal his grimace, still surprised at how the legendary armor adapts to his larger frame. Hopefully, the armor is also magically resistant to stains...
This was not, Hakon thinks, the kind of bloody work Orisini had in mind for the noble Blackjack mantle.
Hand: Divine Fortune (Core), Shining Wayfinder, Blackjack’s Daggers, Bodyguard, Incitation, Blackjack’s Gear,
Displayed:
Kit: Priest of Pharasma, Sacred Candle, The Inquisitor (Harrow), Hero Points: 3
Deck: 12 Discard: 0 Buried: 0
NOTES:
Available Support: Divine Fortune - Display to add 1d6 to all local checks until the start of Hakon's next turn
Blackjack's Gear - Recharge to move (outside of an encounter). Use liberally to set Hakon to a guarding position or a supporting position, especially if he has good local support
Incitation - Discard to bless a check, Freely if it invokes Acid/Cold/Electricity/Fire/Force
Bodyguard - Recharge to reduce damage to a local character by 3
Bury a card or Reload a Blackjack boon (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
Movement: Move per current player's decision
Other: Please take note of my Kit and feel free to request that I pull cards from it. Right now I have multiple support cards (blessing/blessing-likes and Priest of Pharasma) as I can't explore more than once per turn anyway, so a lot of blessings and allies may end up in the Kit every now and then.Finally, note that my character power reloads Blackjack gear, rather than burying it. Whenever I have both Blackjack weapons in hand at the same time, I strongly encourage the use of my Monster/Strength support.
Middle of Deck (Unknown Order): Blessing of Kofusachi, Delve, Ruan Mirukova, Commune (Core), Gray Maiden Plate, Sacred Candle (2), Glorious Warhammer, Blessing of Wadjet, Double Chicken Saber +1, Cure (Core), Explorer's Pith Helmet, Blackjack’s Rapier
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
At the start of your turn, you may exchange a card in your hand with a card in your kit.
☑ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier)you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
[/spoiler]