
Brielle - Shnik |

OoT, Koren's turn
Villain encounter, Oubliette guard attempt
Recharge Grappler's Mask, bury Dwarven Earthbreaker +1 to rage
Melee (Constitution) 10: 1d12 + 1d8 + 8 ⇒ (9) + (2) + 8 = 19 => passed, Dwarven Earthbreaker +1 recharged
Oubliette guarded

Enora - Gimry |

Looks like my previous post got eaten....
Guard Check for Twisting Passages
Arcane 10: 1d10 + 4 + 1d10 + 1d6 ⇒ (6) + 4 + (6) + (2) = 18
Arcane - 1d10+4
Blessed - 1d10
Lyrune-quah Truthspeaker - 1d6
Use Fire Snake to use Arcane for Wisom
Discard my Qi Zhong to bless
Using Lyrune allows me to heal all discards
End of Korens turn.
Enora attempts to recover all cards in her Recovery pile.
Fire Snake: Arcane 8: 1d10 + 4 ⇒ (1) + 4 = 5 -> Fire Snake discarded.
"
Hand: Disintegrate, Staff of Greater Necromancy, Binder's Tome, Ice Chemist,
Displayed:
Deck: 19 Discard: 1 Buried: 0
Current Location: Twisting Passages
Hero Points: 2
NOTES:
Other: Paizo reroll used for scenario CoCT-5D?: N
Middle of Deck (Unknown Order): Magnetic Grimoire, Bestiary of Garund, Channel the Gift, Salvator Scream, The Rakshasa, Wayfinder, Enervation, Blessing of the Spellbound, Chain Lightning, Sand Elemental, Lyrune-quah Truthspeaker, Fly, Codex, Quickened Ray, Blessing of Qi Zhong, Create Mindscape, Korvosan House Drake, Ice and Fire, The Eclipse
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Intelligence +2
- Knowledge: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ( ☑or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile.
For your combat check, you may discard a spell (☐ or a boon with the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
☑ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

BR eddiephlash |

During This Adventure:
During This Scenario:
When you would defeat Kleestad, instead banish him and recharge the villain Ildervok into the location.
You win the scenario only when Ildervok is defeated.
Story Banes
Danger: Each time you encounter the danger, randomly choose a monster from the devil stack.
Villain: Mithrodar the Chained
Closing Henchmen: Ukwar, Ashwing Gargoyles - Proxy A
Additional Rules: Story Bane Details:
Story Bane
Type: Monster
Traits: Incorporeal Undead
To Defeat: Combat 26 OR Divine 13
Immune to Mental and Poison. Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Wisdom Acrobatics Perception 8 THEN Combat 23
Immune to Fire and Poison. Resistant to Melee and Ranged. Before acting, each local character that does not have the Fortitude skill suffers the scourge Exhausted, then each local character that does not have the Acrobatics skill suffers 1d4+1 Electricity damage.
Story Bane
Type: Monster
Traits: Orc Undead
To Defeat: Combat 21
Immune to Cold, Mental, and Poison. Before acting, a local character suffers 1d8 Combat damage and the scourge Drained. If defeated, draw the new Loot weapon Ukwar Axe.
Story Bane
Type: Monster
Traits: Gargoyle
To Defeat: Combat 23
Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location.
Scenario Level (#): 5
Turn: 21, Raheli/Chthonicthul
Monsters
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
CotCT
Monster 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 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Barriers
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 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.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 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.
Weapons
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
CotCT
Weapon 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.
Spells
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
CotCT
Spell 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 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Armors
Core
Armor 3
Traits:
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 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Items
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Allies
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
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 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
Blessings
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: 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: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Core
Blessing 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.
Hour Power: After discarding any number of cards as damage, draw a card.
Current Hour:
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.
Hours Remaining: 9
Hourglass
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
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.
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.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Location #1: 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 ?: 11
Located/Displayed Here: None
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.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
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 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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 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 3
Traits:
Aristocrat
Human
Display. While displayed:
* You may bury to draw a new ally that lists Diplomacy in its check to acquire.
* ? On your check against a story bane, you may bury an ally to add 1d6.
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 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:
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 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
Location #2: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Chthonicthul, Quinn/JohnF,
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
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
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Koren/MauveAvengr, Mithrodar the Chained - VILLAIN, Dandasuka, Persona Mask(all shuffled)
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
Location #6: 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: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Brielle/Shnik, Cursed Statue (reloaded)
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Blessing 1
Traits:
Deity: 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.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
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
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
Location #7: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Enora/Gimry, Accursed Priest (Reloaded)
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
CotCT
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
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:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Location #9: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Devil Stack
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Location #10: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 3 Al: 4 Bl: 5 ?: 0
Located/Displayed Here: Loot, harrows, etc
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
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 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

Raheli - Chthonicthul |

Turn 21: Raheli/Zon-kuthon's Pain
Move to Laboratory.
Explore Laboratory Card #1: Skoan-quah Boneslayer. Fail to acquire.
Discard Fox to examine Laboratory Card #2: Eternal Glyphs
Choose to explore.
Disable 12 to defeat Eternal Glyphs, recharging Red War Paint to add d4 plus 4 and subtracting 2 for Drained: 1d10 + 4 + 2 + 1d4 + 4 - 2 ⇒ (9) + 4 + 2 + (4) + 4 - 2 = 21 Defeated; banished.
Reset hand and end turn.
Hand: Staff of Life, Silver War Paint (for Hypnotist's Locket), Blue War Paint (for Phoenix Staff), Spellbottle, Lyrune-quah Moon Maiden (for Crow), Climber's Gloves,
Displayed: Flying Squirrel,
Deck: 13 Discard: 1 Buried: 0
"Current Location: Laboratory
Hero Points Available/Used: 3/0 // Raheli has the following scourges marked:Drained:"While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 5D?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
None
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.
[X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

Brielle - Shnik |

Turn 22, Gozreh's Growth
Hour: On your check against an Animal or Elemental card, add 1d4.
Move to Laboratory
Explore Laboratory #3 => Dandasuka
Reveal Pillaging Mace
Combat 11: 2d8 + 7 ⇒ (6, 3) + 7 = 16 => passed, must reroll
Combat 11: 2d8 + 7 ⇒ (7, 5) + 7 = 19 => defeated
Pillaging Mace, examine Laboratory #4 => Mithrodar the Chained (Villain)
Discard Blessing of Achaekek to explore Laboratory #4 => Mithrodar the Chained
BA, Brielle, Raheli, and Koren must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
BA, Melee (Charisma) 6: 1d8 + 6 ⇒ (5) + 6 = 11 => passed
Reveal Pillaging Mace, recharge Blessing of Shizuru, bury Jorgenfist Spear to rage
Combat 26: 1d12 + 4d8 + 9 ⇒ (9) + (4, 3, 6, 3) + 9 = 34 => defeated, Jorgenfist Spear recharged
Banish all locations, build Tower
Will pause my turn here; still have Pillaging Mace's examine to do, and possibly an extra explore (but probably not).

Koren the Paladin |

Must do Charisma 6 check or suffer Mental damage. Discard top card of deck to add 1d6+1. Blessing of Cayden Caliean so recharged instead.
Charisma 6: 1d8 + 2 + 1d6 + 1 ⇒ (1) + 2 + (4) + 1 = 8
Check successful so recharge the discarded Blessing of Tsukiyo

BR eddiephlash |

Raheli still must make a Charisma 6 check or suffer 1d6 Mental damage.
During This Adventure:
During This Scenario:
You win the scenario only when Ildervok is defeated.
Story Banes
Danger: Each time you encounter the danger, randomly choose a monster from the devil stack.
Villain: Nihil the Ashbringer, Mithrodar the Chained, Kleestad
Closing Henchmen: Ukwar, Ashwing Gargoyles - Proxy A
Additional Rules: Story Bane Details:
Story Bane
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 27
Immune to Acid, Mental, and Poison. Vulnerable to Slashing. Before acting, each local character suffers the scourges Dazed, Drained, and Exhausted, then must succeed at a Dexterity or Acrobatics 13 check or suffer 1d4 Acid damage.
Story Bane
Type: Monster
Traits: Incorporeal Undead
To Defeat: Combat 26 OR Divine 13
Immune to Mental and Poison. Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Wisdom Acrobatics Perception 8 THEN Combat 23
Immune to Fire and Poison. Resistant to Melee and Ranged. Before acting, each local character that does not have the Fortitude skill suffers the scourge Exhausted, then each local character that does not have the Acrobatics skill suffers 1d4+1 Electricity damage.
Story Bane
Type: Monster
Traits: Orc Undead
To Defeat: Combat 21
Immune to Cold, Mental, and Poison. Before acting, a local character suffers 1d8 Combat damage and the scourge Drained. If defeated, draw the new Loot weapon Ukwar Axe.
Story Bane
Type: Monster
Traits: Gargoyle
To Defeat: Combat 23
Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location.
Scenario Level (#): 5
Turn: 22, Brielle/Shnik
Monsters
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Barriers
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
CotCT
Barrier 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.
Weapons
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
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.
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.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Items
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
Allies
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
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.
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: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hour Power: On your check against an Animal or Elemental card, add 1d4.
Current Hour:
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hours Remaining: 8
Hourglass
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
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.
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.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Location #1: Base
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
Located/Displayed Here: None
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.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
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 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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 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 3
Traits:
Aristocrat
Human
Display. While displayed:
* You may bury to draw a new ally that lists Diplomacy in its check to acquire.
* ? On your check against a story bane, you may bury an ally to add 1d6.
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 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:
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 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
Location #9: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Devil Stack
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
Location #10: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 3 Al: 4 Bl: 5 ?: 0
Located/Displayed Here: Loot, harrows, etc
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
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 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Location #11: Tower
Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raheli/Chthonicthul, Brielle/Shnik, Enora/Gimry, Quinn/JohnF, Koren/MauveAvengr, Kleestad
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.
CotCT
Story Bane 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 27
Immune to Acid, Mental, and Poison.
Vulnerable to Slashing.
Before acting, each local character suffers the scourges Dazed, Drained, and Exhausted, then must succeed at a Dexterity or Acrobatics 13 check or suffer 1d4 Acid damage.
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

Brielle - Shnik |

Turn 22, continued
Pillaging Mace, examine Tower #1 => Iomedae's Justice
...draw Iomedae's Justice
End turn
Everything banished and Tower 1 explored
Hand: Iomedae's Justice_B, Pillaging Mace, The Carnival_H, Gem of Physical Prowess, Iron Shackles, Legionnaire Chaplain, Crowbar_C,
Displayed: Moon Maiden Armor_L,
Deck: 10 Discard: 6 Buried: 0
"Hero Points: 5
Tier: 5.3"
"NOTES:
Available Support: Blessings as needed
Movement: If closed:
Other: "
-Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
-Diplomacy: Charisma +3
Favored Card: Item
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
"You may bury a card from your hand to add 1d12 (☑+1) (☑+2) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
(□ After you roll, count the number of dice that rolled a value of 12. You may reroll up to that number of dice; take the new result.)"
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 (□+3) and the card’s traits.
☑ When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
□ If you succeed at all checks required to defeat a monster, reduce all damage dealt to you after you act to 0. (□ Then you may examine the top card of your location deck; if it’s a non-villain, non-henchman monster, you may shuffle it into another open location deck.)
□ You may discard a card to evade a monster you encounter and put it on top of your location deck.

Raheli - Chthonicthul |

Charisma 6 for Mithrodar BA check: 1d6 ⇒ 1 Failure
Mental damage: 1d6 ⇒ 4 Add 1 for Deadly
Discard all but Staff of Life
[b]Hand: Staff of Life,
Displayed: Flying Squirrel,
Deck: 13 Discard: 6 Buried: 0
"Hero Points Available/Used: 3/0 // Raheli has the following scourges marked:Drained:"While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 5D?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
None
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.
[X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

Enora - Gimry |

========================
Enora starts her turn.
Hour: Pharasma's Knowing
Hour Power:On your check against an Undead card, add 1d6.
Location: Tower
Location Power: At the start of your turn, you may examine the top card of a distant location.
Scenario Powers:
When you move to or from the Base without playing a boon to move, bury a boon.
DEADLY: When you suffer damage, it is increased by 1.
With the final tower now accessible, the chase is coming to an end.
CotCT
Story Bane 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 27
Immune to Acid, Mental, and Poison.
Vulnerable to Slashing.
Before acting, each local character suffers the scourges Dazed, Drained, and Exhausted, then must succeed at a Dexterity or Acrobatics 13 check or suffer 1d4 Acid damage.
As we enter the Tower, we come face to face with a massive aberration.
Auto Fail the BYA
Acid Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Arcane 27: 1d10 + 4 + 4d6 + 1d6 + 1 + 1d10 - 7 ⇒ (3) + 4 + (2, 1, 3, 3) + (3) + 1 + (1) - 7 = 14
Arcane - 1d10+4
Disintegrate - 4d6
Koren's Power - 1d6+1
Blessed - 1d10
Drained - 7
Use Brielles Carnival to bless
Holy under 3 rolls Batman!
Hero Point Reroll that mess
Arcane 27: 1d10 + 4 + 4d6 + 1d6 + 1 + 1d10 - 7 ⇒ (1) + 4 + (6, 1, 5, 3) + (5) + 1 + (2) - 7 = 21
Arcane - 1d10+4
Disintegrate - 4d6
Koren's Power - 1d6+1
Blessed - 1d10
Drained - 7
Arcane 27: 10 + 4 + 6 + 1 + 5 + 3 + 5 + 1 + 2 - 7 = 30
Carnival lets me flip that 1 to a 10 and that's a pass Thankfully
Recharge Ice Chemist from Koren's power.
Enora ends her turn.
Enora attempts to recover all cards in her Recovery pile.
Disintegrate: Arcane 16: 1d10 + 4 ⇒ (10) + 4 = 14 -> Disintegrate discarded.
Enora resets her hand.
"
Hand: Quickened Ray, Fly, Wayfinder, Sand Elemental, The Rakshasa,
Displayed: Create Mindscape,
Deck: 15 Discard: 3 Buried: 0
Current Location: Tower
Hero Points: 1 // Enora has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Other: Paizo reroll used for scenario CoCT-5D?: N
Middle of Deck (Unknown Order): Enervation, Bestiary of Garund, Chain Lightning, Lyrune-quah Truthspeaker, Codex, Blessing of Qi Zhong, Ice and Fire, Channel the Gift, Salvator Scream, The Eclipse, Magnetic Grimoire, Korvosan House Drake, Blessing of the Spellbound
Recharged: Ice Chemist, Disintegrate,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Intelligence +2
- Knowledge: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ( ☑or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile.
For your combat check, you may discard a spell (☐ or a boon with the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
☑ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.
End of Turn Summary:
Banished Kleestad so we need to recharge Ildervok
Everyone is Dazed, Drained and Exhausted
Dispaly Create Mindscape at the start of Quinn's turn
Recharge spell: 1d2 ⇒ 1
That allows me to recharge Fire Snake

Brielle - Shnik |

OoT, Enora's turn
Kleestad encounter
Suffer Dazed, Drained and Exhausted
Bury Crowbar_C to rage
Melee (Dexterity) 13: 1d12 + 1d8 + 6 ⇒ (6) + (2) + 6 = 14 => passed, Crowbar_C recharged
Discard The Carnival_H for Enora's check
Harrow played, heal blessing & divine card => Blessing of the Father of Creation & Blessing of Shax
Hand: Iomedae's Justice_B, Pillaging Mace, Gem of Physical Prowess, Iron Shackles, Legionnaire Chaplain,
Displayed: Moon Maiden Armor_L,
Deck: 13 Discard: 5 Buried: 0
"Hero Points: 5
Tier: 5.3 // Brielle has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
Exhausted:"While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
"NOTES:
Available Support: Blessings as needed
Movement: If closed:
Other: "
-Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
-Diplomacy: Charisma +3
Favored Card: Item
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
"You may bury a card from your hand to add 1d12 (☑+1) (☑+2) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
(□ After you roll, count the number of dice that rolled a value of 12. You may reroll up to that number of dice; take the new result.)"
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 (□+3) and the card’s traits.
☑ When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
□ If you succeed at all checks required to defeat a monster, reduce all damage dealt to you after you act to 0. (□ Then you may examine the top card of your location deck; if it’s a non-villain, non-henchman monster, you may shuffle it into another open location deck.)
□ You may discard a card to evade a monster you encounter and put it on top of your location deck.

Raheli - Chthonicthul |

On turn 23, suffer Dazed, Drained and Exhausted
Acrobatics 13 for BYA: 1d10 + 4 + 3 - 1 ⇒ (2) + 4 + 3 - 1 = 8 Failure; will lose last card of hand to damage
Hand:
Displayed: Flying Squirrel,
Deck: 13 Discard: 7 Buried: 0
"Hero Points Available/Used: 3/0 // Raheli has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
Exhausted:"While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 5D?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
None
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the acheck, you may draw a card.)
On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.
[X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

BR eddiephlash |

Quinn and Koren Still need to suffer Dazed, Drained, and Exhausted, then must succeed at a Dexterity or Acrobatics 13 check or suffer 1d4 Acid damage from Kleestad.
During This Adventure:
During This Scenario:
Story Banes
Danger: Each time you encounter the danger, randomly choose a monster from the devil stack.
Villain: Nihil the Ashbringer, Mithrodar the Chained, Kleestad, Ildervok
Closing Henchmen: Ukwar, Ashwing Gargoyles - Proxy A
Additional Rules: Story Bane Details:
Story Bane
Type: Monster
Traits: Fiend Undead
To Defeat: Combat 30
Immune to Cold, Mental, and Poison. Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage. If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
Story Bane
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 27
Immune to Acid, Mental, and Poison. Vulnerable to Slashing. Before acting, each local character suffers the scourges Dazed, Drained, and Exhausted, then must succeed at a Dexterity or Acrobatics 13 check or suffer 1d4 Acid damage.
Story Bane
Type: Monster
Traits: Incorporeal Undead
To Defeat: Combat 26 OR Divine 13
Immune to Mental and Poison. Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Wisdom Acrobatics Perception 8 THEN Combat 23
Immune to Fire and Poison. Resistant to Melee and Ranged. Before acting, each local character that does not have the Fortitude skill suffers the scourge Exhausted, then each local character that does not have the Acrobatics skill suffers 1d4+1 Electricity damage.
Story Bane
Type: Monster
Traits: Orc Undead
To Defeat: Combat 21
Immune to Cold, Mental, and Poison. Before acting, a local character suffers 1d8 Combat damage and the scourge Drained. If defeated, draw the new Loot weapon Ukwar Axe.
Story Bane
Type: Monster
Traits: Gargoyle
To Defeat: Combat 23
Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location.
Scenario Level (#): 5
Turn: 24, Quinn/JohnF
Monsters
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Barriers
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
CotCT
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.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
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 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Items
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Allies
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Core
Blessing 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.
Hour Power: No effect.
Current Hour:
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.
Hours Remaining: 6
Hourglass
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
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.
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.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Location #1: Base
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
Located/Displayed Here: None
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.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
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 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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 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 3
Traits:
Aristocrat
Human
Display. While displayed:
* You may bury to draw a new ally that lists Diplomacy in its check to acquire.
* ? On your check against a story bane, you may bury an ally to add 1d6.
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 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:
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 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
Location #9: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Devil Stack
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
Location #10: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 3 Al: 4 Bl: 5 ?: 0
Located/Displayed Here: Loot, harrows, etc
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
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 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Location #11: Tower
Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Chthonicthul, Brielle/Shnik, Enora/Gimry, Quinn/JohnF, Koren/MauveAvengr, Ildervok (recharged)
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Story Bane 5
Type: Monster
Traits:
Fiend
Undead
To Defeat:
Combat 30
Immune to Cold, Mental, and Poison.
Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
If undefeated, bury all Magic boons in your hand, displayed cards, and discards.

JohnF-1017 Quinn |

Off-turn: Suffer Dazed, Drained & Exhausted, and take 1d4 + 1 ⇒ (4) + 1 = 5 damage. Ouch!
Discard Ukwar Axe, Investigator's Lamp, Quartermaster, Monkey, & Scrying.
(Keeping Blackjack's Rapier, Ring of Regeneration, & Sage's Journal)
Turn 24 The hour is Incitation - no effect.
Quinn can't do all that much this turn, but still has a few options.
SOT: Exchange Blackjack's Rapier (hand) with Blessing of Yaezhing (Kit)
SOT: Reveal Ring of Regeneration to recharge Random Card: 1d6 ⇒ 4 - Investigator's Lamp.
Explore, encountering Tower Card #1 - Acidic Bolas (Weapon 3)
Quinn can't make the acquire check - banished.
Quinn Can't explore again, but I'm pretty sure he can still discard his Blessing of Yaezhing to encounter the top card of his location.
Just in case he can't I'll put the encounter under a spoiler
BA: Summon and encounter an Ally with Diplomacy in the check to acquire - Jason Adrael
Knowledge 10: 1d10 + 6 - 1 ⇒ (4) + 6 - 1 = 9 Failure - not acquired.
Fortunately, thanks to the Blessing of Yaezhing, the monster is still defeated without any further checks.
End turn.
EOT: Reveal Ring of Regeneration to recharge Random Card: 1d6 ⇒ 4 - Quartermaster
EOT: Shuffle hand into deck and remove Dazed
EOT: Examine top card of location.
I won't actually mention the top card yet; I'll wait for the BR to rule
Reset, drawing Investigator's Lamp, Blessing of Abadar, Boots of Alacrity, Blackjack's Gear, Salvator Scream, Sklar-Quah Thundercaller, Keen Rapier +3 & The Queen Mother.
Hand: Keen Rapier +3, Boots of Alacrity, Blackjack's Gear, Investigator's Lamp, Salvator Scream, Sklar-quah Thundercaller, Blessing of Abadar, The Queen Mother,
Displayed:
Deck: 11 Discard: 5 Buried: 2
Current Location: Tower
Hero Points: 5
Reroll Used: N // Quinn has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 to a local check against a bane. Other cards or support could be made available if requested.
Movement: An examinable location (prefer barriers, not monsters)
Middle of Deck (Unknown Order): Adamantine Sai +2, Blessing of Kofusachi, Pole, Blessing of the Quartermaster, Quartermaster, Sage's Journal (Core), Blackjack's Daggers, Gem of Mental Acuity, Ring of Regeneration, Dream Spider, Shy Ratani
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.
Empiricist Role:
☐ On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
At the end (☑ or start) of your turn, you may examine the top card of your location. (☑ You may recharge a card to ignore powers that would happen when you examine it.)
Blackjack Role:
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.
☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.

Koren the Paladin |

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Koren - MauveAvengr
Out of Turn Updates: Use power twice for Enora. Recharge Incitation and Dwarven War Shield. Suffer Drained, Dazed, and Exhausted then must make Dexterity or Acrobatics check.
Dexterity 13: 1d4 ⇒ 3
Acid Damage: 1d4 ⇒ 4
Discard Dwarven Earthbreaker +1, Gem of Physical Prowess, Blessing of the Father of Creation, and Blessing of Iomedae.
Turn: Turn 25 - The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Hour Power: Your check to acquire is blessed.
SOT: Wounded so discard top card of deck - Refuge.
Move: Stay at Laboratory
Banish Mass Cure to recovery to heal ??? and Koren.
Heal ?: 1d4 + 1 ⇒ (1) + 1 = 2
Heal Koren: 1d4 + 1 ⇒ (2) + 1 = 3
??? heals 2 cards. Remove Wounded from Koren instead of healing cards.
Explore: Good Omen
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Divine 6: 1d8 + 5 ⇒ (6) + 5 = 11
Auto-acquire.
End Turn: Reset Hand.
Recovery:
-Mass Cure: Divine 14: 1d8 + 5 ⇒ (8) + 5 = 13
[u]Summary[/u]:
Move: Laboratory
Acquired: Laboratory Card 3: Good Omen
Banished: N/a
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Heal ??? for 2.
Hand: Thundering Earthbreaker (loot), Strength, Good Omen, Grappler's Mask, Blessing of Shizuru,
Displayed: Major Harrowing,
Deck: 9 Discard: 8 Buried: 1
Current Location: Lab
Hero Points: 5
Paizo Reroll: 5D - USED // Koren has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
Recharge armor can reduce 2 damage (local only)
If bane is displayed next to you (local only) -> can display it next to Koren instead
Blessings
Other: Hi I'm Koren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): 0
Recharged: Fortified Breastplate, Totem Klar (loot), The Owl (Harrow), Jorgenfist Spear, Blessing of Cayden Cailean, Blessing of Tsukiyo, Incitation, Kazavon's Shield (loot),
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Divine: Charisma+3
Favored Card: Spell or Armor
Hand Size: 5 ☐ 6
Proficiencies:
Armor Weapons Divine
POWERS:
When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
You may discard the top card of your deck to add 1d6 (☑+1) to (☑ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
☑ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.

JohnF-1017 Quinn |

As he is no longer Dazed, at the start of Raheli's turn Quinn will play his Investigator's Lamp to examine the three cards of the location. One of them will be a barrier, which Quinn will have to encounter. Another one will be an Ally, and the third will be the final villain - Ildervok.
Type: Monster
Traits:
Fiend
Undead
To Defeat:
Combat 30
Immune to Cold, Mental, and Poison.
Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
The barrier is Obsession of Servitude (Barrier 5), which Quinn encounters.
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
As Quinn is still Drained and Exhausted, he will discard his Blessing of Abadar to bless the check twice, and bury an item (Boots of Alacrity) to add his Perception (subtracting 4 from the roll)
Intelligence 13: 3d10 + 4 + 1d8 + 2 - 4 ⇒ (1, 5, 7) + 4 + (2) + 2 - 4 = 17 - the barrier is defeated.
That's pretty terrible rolling - average would be 23 - but it's still good enough
The Ally is a Landshark Whelp
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Quinn can replace the Landshark Whelp and Ildervok in whichever order we choose.
We now know all there is to know about the remaining cards, and can plan accordingly.
Hand: Keen Rapier +3, Blackjack's Gear, Salvator Scream, Sklar-quah Thundercaller, The Queen Mother,
Displayed:
Deck: 12 Discard: 6 Buried: 3
Current Location: Tower
Hero Points: 5
Reroll Used: N // Quinn has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 to a local check against a bane. Other cards or support could be made available if requested.
Movement: An examinable location (prefer barriers, not monsters)
Middle of Deck (Unknown Order): Ring of Regeneration, Dream Spider, Gem of Mental Acuity, Sage's Journal (Core), Quartermaster, Blessing of Kofusachi, Pole, Shy Ratani, Blackjack's Daggers, Adamantine Sai +2, Blessing of the Quartermaster
Recharged: Investigator's Lamp,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.
Empiricist Role:
☐ On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
At the end (☑ or start) of your turn, you may examine the top card of your location. (☑ You may recharge a card to ignore powers that would happen when you examine it.)
Blackjack Role:
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.
☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.

Raheli - Chthonicthul |

Turn 26: Raheli/The Tangled Briar
End turn on move step to remove Exhausted. Reset hand.
Hand: Augury, Stag, Incendiary Cloud, Blessing of the Gods, Steal Soul, The Winged Serpent (Harrow),
Displayed: Flying Squirrel,
Deck: 7 Discard: 7 Buried: 0
"Current Location: Tower
Hero Points Available/Used: 3/0 // Raheli has the following scourges marked:Drained:"While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 5D?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
None
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.
[X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

Brielle - Shnik |

Turn 27, The Survivor
Hour: At the start of your turn, you may recharge any number of cards then reset.
Don't mind if I do!
SoT, recharge Gem of Physical Prowess; reset, draw Horrorbane Heavy Pick_B, Crowbar_C, Jorgenfist Spear
Stay at Tower
Explore Tower #6 => Ildervok (Villain)
Before acting, I'll assume everyone buries the top card of their deck
Brielle buries top card of deck => Ruan Mirukova_L
Reveal Jorgenfist Spear, bury Crowbar_C to rage, Raheli plays Incendiary Cloud and a Blessing, Enora plays Quickened Ray, Quinn plays Sklar-Quah Thundercaller, Koren uses power and plays Strength <= To the best of my knowledge, Strength can be played freely in Core?
Combat 30: 1d12 + 2d8 + 6d6 + 2d4 + 4 ⇒ (1) + (4, 5) + (6, 3, 1, 2, 4, 3) + (2, 2) + 4 = 37 => defeated, Crowbar_C recharged
Scenario won!

BR eddiephlash |

CCT-5D Victory!
Development:
You pry the sword Serithtial from the rotting grip of the chamberlain Kleestad’s claws. You feel its power burning in your hand, as it faces a job unfinished. The dragon-tooth crown of Queen Ileosa cannot be long for the world, if this sword has anything to say about it.
Now there is the matter of your companions.
Laori Vaus does not display her usual chipper demeanor. Shadowcount Sial has gone from taciturn to resolute. They have not shown comfort around each other throughout Scarwall, and now you know why.
In the castle’s Star Tower, the batlike shade Ildervok waited for a powerful worshipper of Zon-Kuthon to arrive. Centuries ago, the dragon Kazavon betrayed Zon-Kuthon by killing and eating his prophet, known as the curate.
Now either Laori or the shadowcount must become the new curate. That title grants immortality, everlasting torture, and perennial imprisonment in the Star Tower. Unsurprisingly, both Brotherhood members expected to lure the other into that role.
“Without a volunteer, you must decide,” says Ildervok to you. And so you must.
Scenario Reward:
Weapon
Traits: 2-Handed Loot Magic Melee Scythe Slashing
To Acquire: Strength Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
Adventure Reward:
Weapon
Traits: 2-Handed Finesse Loot Magic Melee Slashing Sword
To Acquire: Strength Acrobatics Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait. After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter. When rebuilding, you may treat this weapon as an ally.
Supporter
Traits: Human Summoner
Display. While displayed: * When a character encounters a summoned bane, you may bury to let that character evade it. * ? On your checks against Outsider banes, add 1d4.
Acquired cards:
Sklar-quah Thundercaller (Ally 4)
Dream Spider (Ally 3)
Lyrune-quah Truthspeaker (Ally 4)
Acadamae Scholar (Ally 3)
Iomedae's Justice (Blessing 1)
Incitation (Blessing 0)
Prayer (Blessing 0)
Wayfinder (Item 3)
Marked Cards (Item 3)
Quickened Ray (Spell 5)
Scrying (Spell 5)
Major Harrowing (Spell 5)
Good Omen (Spell 1)
Ukwar Axe (Weapon 6)
Horrorbane Heavy Pick (Weapon 5)
To the discussion page!

BR eddiephlash |

ADVENTURE 6: CROWN OF FANGS
During this adventure:
SCENARIO 6A: Rebellion in Korvosa
The Dead Warrens is not where you want to meet your allies in Korvosa. Above your heads are thousands of dead bodies, and too many of them don’t stay put. But this is where the rebellion against Queen Ileosa lives now. Surrounding you are an odd bunch of allies: law enforcers and criminals, clerics of rival gods, corrupt nobles and vigilantes.
"We may operate on different sides of the law, but we agree that Ileosa must go,” says Guildmaster Boule, the head of the thieves’ cartel known as the Cerulean Society. "Without the Gray Maidens to police the streets or the Red Mantis to stalk the alleys, her grip on Korvosa will slip. Yet in the Church of Abadar’s Longacre Building, Ileosa’s forces are bolstered against attack. It is unbreakable. But I know of a back door into the chambers below. I know the secret to Deathhead Vault.”
That is an ominous name for the building once known as Arbiter’s Hall. For the rebellion to succeed, you must break through the Red Mantis cult’s dungeons and go up into the Gray Maidens’ headquarters above.
“Kill the head, and the body will rot,” Boule continues. “Your most dangerous opponents will be the commanders of the two groups. Cinnabar, the leader of the Red Mantis, has the disturbing habit of turning into a giant praying mantis. And the Gray Mistress, Sabina Merrin, not only commands the Maidens, she now rides a dragon.”
“We have a second problem,” says Field Marshall Cressida Kroft, keenly aware that she is allied with people she would normally arrest. “The Gray Maidens have imprisoned Marcus Endrin, the commander of Sable Company. They are not going to wait quietly for us to free him and rally his troops. While you are dealing with the heart of the problem, they are seeking our hideout. If you cannot disrupt their search, they will eliminate as many of us as they can find."
The rebels craft an admittedly problematic strategy; they will split up so that if one of them is found, the rest will not be compromised. But that means that whoever is found faces long odds of survival.
SETUP:
LOCATIONS:
Base
1 - Arsenal
1 - Bank of Abadar
1 - Dungeons
2 - Cell
3 - Oubliette
4 - Barracks
5 - Blood Pool
6 - Office
Story Banes:
Danger: Gray Maiden Guard, Red Mantis Assassin
Villain - Stack 1: Cinnibar
Closing Henchmen - Stack 1: Zenobia Zenderholmh, Koriantu, Red Mantis Assassins - Proxy A
Villain - Stack 2: Tisharue
Closing Henchmen - Stack 2: Mother of Thorns, Kordaitra Destaid, Gray Maiden Guards - Proxy B
DURING THIS SCENARIO:

BR eddiephlash |

Harrowing
Enora -
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.
Quinn -
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.
Koren -
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.
Raheli -
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.
Brielle -
CotCT Blessing 1
Traits: Harrow Suit: Crowns Veteran
When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
====================
During This Adventure:
During This Scenario:
When preparing the story banes, make 2 story bane stacks, each with enough cards to equal the number of locations, then deal 1 card from each stack into each location.
Each character unmarks a rallied supporter from their individual list.
Story Banes
Danger: Gray Maiden Guard, Red Mantis Assassin
Villain - Stack 1: Cinnibar
Closing Henchmen - Stack 1: Zenobia Zenderholmh, Koriantu, Red Mantis Assassins - Proxy A
Villain - Stack 2: Tisharue
Closing Henchmen - Stack 2: Mother of Thorns, Kordaitra Destaid, Gray Maiden Guards - Proxy B
Additional Rules: Story Bane Details:
Story Bane
Type: Monster
Traits: Fighter Gray Maiden Human Veteran
To Defeat: Combat 11+## OR Charisma Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.
Story Bane
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.
CotCT Story Bane 4
Type: Monster
Traits: Assassin Human
To Defeat: Combat 22 THEN Combat 22 OR Diplomacy 11
Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount. If defeated by a Diplomacy check, draw a new ally and examine the top card of each location.
CotCT Story Bane 6
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
CotCT Story Bane 6
Type: Monster
Traits: Angelkin Cleric
To Defeat: Combat 24 THEN Combat 24
Before acting, each local character must succeed at a Wisdom 11 check or bury a card. While acting, when a distant character plays a card, they suffer 1d4+1 Combat damage. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 6
Type: Monster
Traits: Elf Fighter
To Defeat: Combat 26
Before acting, suffer 1d4 Fire damage. If undefeated, shuffle a barrier into each location.
CotCT Story Bane 6
Type: Monster
Traits: Outsider Rogue
To Defeat: Wisdom 10 THEN Combat 22
Immune to Poison. Resistant to Cold and Electricity. Before acting, suffer the scourges Drained and Frightened. If undefeated, suffer the scourges Poisoned and Wounded.
CotCT Story Bane 6
Type: Monster
Traits: Cavalier Human
To Defeat: Combat 24
When you would encounter this monster, a local character that has the highest Melee modifier encounters her instead. Before acting, each other character summons and encounters the story bane Gray Maiden Guard.
Scenario Level (#): 6
Turn: 0, Quinn/JohnF
Monsters
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Barriers
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 6
Traits:
Trap
Trigger
To Defeat:
Wisdom 15
OR Disable 13
When examined, move to this barrier's location and encounter it.
After acting, a random local character summons and encounters the danger.
If undefeated, each local character suffers the scourge Exhausted.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
CotCT
Barrier 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.
Weapons
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 6
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 13
Freely display. While displayed:
* On combat checks, add 2d6 and the Acid trait.
* At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
Items
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Allies
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
CotCT
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
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 ?: 13
Located/Displayed Here: None
Location #1: Arsenal
Underground
Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Location #2: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Location #4: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Location #5: 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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Location #6: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Location #7: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
====================
As we enter Adventure 6, please confirm the following, and post starting info:

Enora - Gimry |

Replace Ice & Fire with Death's Touch
Start at the Blood Pools
"
Hand: Channel the Gift, Fly, Bestiary of Garund, Magnetic Grimoire, Korvosan House Drake, Ice Chemist, The Unicorn,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Blood Pool
Hero Points: 1
NOTES:
Other: Paizo reroll used for scenario CoCT-6A?: N
Middle of Deck (Unknown Order): Blessing of the Spellbound, Fire Snake, Create Mindscape, Salvator Scream, Blessing of Qi Zhong, Staff of Greater Necromancy, Sand Elemental, Death's Touch, Codex, Enervation, The Rakshasa, Chain Lightning, Binder's Tome, Disintegrate
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Intelligence +2
- Knowledge: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ( ☑or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile.
For your combat check, you may discard a spell (☐ or a boon with the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
☑ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

Brielle - Shnik |

Start at Arsenal
No upgrade
Dwarven Earthbreaker +1 gets replaced by Loot Serithtial
Four-Mirror Armor gets replaced by Loot Moon Maiden Armor
Pit Gladiator gets replaced by Loot Ruan Mirukova
Quartermaster gets replaced by Loot Ausio Carowyn
Gambeson gets replaced by Balmberry as Loot
Uncheck supporter Thousand Bones
Hand: Flaming Ranseur +3, Blessing of Shizuru, Ruan Mirukova_L, Blessing of the Father of Creation, Legionnaire Chaplain, Topaz of Strength, Ausio Carowyn_L, The Twin_H,
Displayed:
Deck: 13 Discard: 0 Buried: 0
"Hero Points: 6
Tier: 6.0"
"NOTES:
Available Support: Blessings as needed
Movement: If closed: Barracks
Other: "
-Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
-Diplomacy: Charisma +3
Favored Card: Item
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
"You may bury a card from your hand to add 1d12 (☑+1) (☑+2) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
(□ After you roll, count the number of dice that rolled a value of 12. You may reroll up to that number of dice; take the new result.)"
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 (□+3) and the card’s traits.
☑ When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
□ If you succeed at all checks required to defeat a monster, reduce all damage dealt to you after you act to 0. (□ Then you may examine the top card of your location deck; if it’s a non-villain, non-henchman monster, you may shuffle it into another open location deck.)
□ You may discard a card to evade a monster you encounter and put it on top of your location deck.

Koren the Paladin |

Koren will start with Quinn (unless someone else wants to start with him).
Upgrade: Refuge to Burst of Glory
Loot:
-Thundering Earthbreaker (replacing Shock Glaive +1)
-Ashbringer (replacing Dwarven Earthbreaker +1)
-Totem Klar (replacing Four-Mirror Armor)
-Kavazon's Shield (replacing Spiked Plate)
Uncheck Amin Jalento
Hand: Thundering Earthbreaker (loot), Strength, Adamantine Plate Armor, The Empty Throne (Harrow), Blessing of Shizuru, Blessing of Tsukiyo,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: w/ Quinn
Hero Points: 6
Paizo Reroll: 6A - not used
NOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
Recharge armor can reduce 2 damage (local only)
If bane is displayed next to you (local only) -> can display it next to Koren instead
Blessings
Other: Hi I'm Koren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Cure, Blessing of Angradd, Gem of Physical Prowess, Burst of Glory, Jorgenfist Spear, Mass Cure, Dwarven War Shield, Grappler's Mask, Blessing of Iomedae, Fortified Breastplate, Blessing of Cayden Cailean, Blessing of the Father of Creation, Kazavon's Shield (loot), Ashbringer (loot), Totem Klar (loot)
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Divine: Charisma+3
Favored Card: Spell or Armor
Hand Size: 5 ☐ 6
Proficiencies:
Armor Weapons Divine
POWERS:
When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
You may discard the top card of your deck to add 1d6 (☑+1) to (☑ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
☑ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.

Raheli - Chthonicthul |

Raheli heads directly to the Cell.
Wand of Flying for Gem of Physical Prowess.
Hand: Lyrune-quah Moon Maiden (for Crow), Wand of Flying, Augury, Steal Soul, Blue War Paint (for Phoenix Staff), Stag, The Marriage (Harrow),
Displayed: Flying Squirrel,
Deck: 14 Discard: 0 Buried: 0
"Current Location: Cell
Hero Points Available/Used: 3/0"
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6A?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
None
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.
[X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

JohnF-1017 Quinn |

Quinn will upgrade his Keen Rapier +3 to a Meteor Hammer +3.
In an attempt to reduce the monster count as quickly as possible, Quinn (and Koren) will start at the Dungeon.
Quinn will lose the support of Thousand Bones
Hand: Blackjack's Rapier, Meteor Hammer +3, Magic Leather Armor (Core), Cloak of Daggers, Eagle, Salvator Scream, Shy Ratani, Blessing of the Quartermaster, Blessing of Kofusachi,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Dungeon
Hero Points: 5
Reroll Used: N // Quinn has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 to a local check against a bane. Other cards or support could be made available if requested.
Movement: An examinable location (prefer barriers, not monsters)
Middle of Deck (Unknown Order): Investigator's Lamp, Gem of Mental Acuity, Blessing of Yaezhing, Pole, Adamantine Sai +2, Blessing of Abadar, Monkey, Ring of Regeneration, Blackjack's Gear, Quartermaster, Helpful Haversack (Core), Boots of Alacrity
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.
Empiricist Role:
☐ On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
At the end (☑ or start) of your turn, you may examine the top card of your location. (☑ You may recharge a card to ignore powers that would happen when you examine it.)
Blackjack Role:
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.
☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.

BR eddiephlash |

I didn't catch which supporter Enora chose to un-rally.
During This Adventure:
During This Scenario:
When preparing the story banes, make 2 story bane stacks, each with enough cards to equal the number of locations, then deal 1 card from each stack into each location.
Each character unmarks a rallied supporter from their individual list.
Story Banes
Danger: Gray Maiden Guard, Red Mantis Assassin
Villain - Stack 1: Cinnibar
Closing Henchmen - Stack 1: Zenobia Zenderholmh, Koriantu, Red Mantis Assassins - Proxy A
Villain - Stack 2: Tisharue
Closing Henchmen - Stack 2: Mother of Thorns, Kordaitra Destaid, Gray Maiden Guards - Proxy B
Additional Rules: Story Bane Details:
Story Bane
Type: Monster
Traits: Fighter Gray Maiden Human Veteran
To Defeat: Combat 11+## OR Charisma Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.
Story Bane
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.
CotCT Story Bane 4
Type: Monster
Traits: Assassin Human
To Defeat: Combat 22 THEN Combat 22 OR Diplomacy 11
Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount. If defeated by a Diplomacy check, draw a new ally and examine the top card of each location.
CotCT Story Bane 6
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
CotCT Story Bane 6
Type: Monster
Traits: Angelkin Cleric
To Defeat: Combat 24 THEN Combat 24
Before acting, each local character must succeed at a Wisdom 11 check or bury a card. While acting, when a distant character plays a card, they suffer 1d4+1 Combat damage. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 6
Type: Monster
Traits: Elf Fighter
To Defeat: Combat 26
Before acting, suffer 1d4 Fire damage. If undefeated, shuffle a barrier into each location.
CotCT Story Bane 6
Type: Monster
Traits: Outsider Rogue
To Defeat: Wisdom 10 THEN Combat 22
Immune to Poison. Resistant to Cold and Electricity. Before acting, suffer the scourges Drained and Frightened. If undefeated, suffer the scourges Poisoned and Wounded.
CotCT Story Bane 6
Type: Monster
Traits: Cavalier Human
To Defeat: Combat 24
When you would encounter this monster, a local character that has the highest Melee modifier encounters her instead. Before acting, each other character summons and encounters the story bane Gray Maiden Guard.
Scenario Level (#): 6
Turn: 1, Koren/MauveAvengr
Monsters
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
Barriers
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Weapons
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Allies
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 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.
Hour Power: On your non-Attack combat check, add 1.
Current Hour:
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.
Hours Remaining: 29
Hourglass
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
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.
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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.
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.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
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.
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.
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.
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.
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.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
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.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
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 Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
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.
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.
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.
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
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 Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
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.
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 ?: 12
Located/Displayed Here: None
CotCT
Supporter 3
Traits:
Aristocrat
Human
Display. While displayed:
* You may bury to draw a new ally that lists Diplomacy in its check to acquire.
* ? On your check against a story bane, you may bury an ally to add 1d6.
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 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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 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 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
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 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.
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 5
Traits:
Human
Summoner
Display. While displayed:
* When a character encounters a summoned bane, you may bury to let that character evade it.
* ? On your checks against Outsider banes, add 1d4.
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.
Location #1: Arsenal
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 1 Ba: 1 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Brielle/Shnik, None
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
CotCT
Story Bane 6
Type: Monster
Traits:
Cavalier
Human
To Defeat:
Combat 24
When you would encounter this monster, a local character that has the highest Melee modifier encounters her instead.
Before acting, each other character summons and encounters the story bane Gray Maiden Guard.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
CotCT
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Story Bane 4
Type: Monster
Traits:
Assassin
Human
To Defeat:
Combat 22
THEN Combat 22
OR Diplomacy 11
Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount.
If defeated by a Diplomacy check, draw a new ally and examine the top card of each location.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
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
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
Location #2: Bank Of Abadar
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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 6
Traits:
Alchemical
Attack
Bludgeoning
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.
DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.
CotCT
Story Bane 6
Type: Monster
Traits:
Cleric
Undead
To Defeat:
Constitution
Fortitude 8
THEN Combat 22
Immune to Mental and Poison.
After acting, suffer the scourges Drained and Plagued.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
Core
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.
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.
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 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Location #3: Dungeons
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr, None
CotCT
Story Bane 6
Type: Monster
Traits:
Outsider
Rogue
To Defeat:
Wisdom 10
THEN Combat 22
Immune to Poison. Resistant to Cold and Electricity.
Before acting, suffer the scourges Drained and Frightened.
If undefeated, suffer the scourges Poisoned and Wounded.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, 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.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
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.
Location #4: Cell
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Raheli/Chthonicthul, None
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.
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Story Bane 6
Type: Monster
Traits:
Elf
Fighter
To Defeat:
Combat 26
Before acting, suffer 1d4 Fire damage.
If undefeated, shuffle a barrier into each location.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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: Oubliette
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: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
CotCT
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
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.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Story Bane 6
Type: Monster
Traits:
Angelkin
Cleric
To Defeat:
Combat 24
THEN Combat 24
Before acting, each local character must succeed at a Wisdom 11 check or bury a card.
While acting, when a distant character plays a card, they suffer 1d4+1 Combat damage.
If undefeated, suffer the scourge Wounded.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
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.
Location #6: Barracks
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
CotCT
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Monster 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #7: Blood Pool
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Enora/Gimry, None
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 3 I: 3 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: Loot, Harrows, etc
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
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 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

JohnF-1017 Quinn |

At the start of Koren's turn, Quinn will:
1) Discard his Blessing of Kofusachi to search his deck for his Investigator's Lamp, and draw it.
2) Recharge his Investigator's Lamp to examine the top three cards of the location.
They are:
Dungeons Card 1: Mother of Thorns (Closing Henchman)
Dungeons Card 2: Orc Rager (Monster 2)
Dungeons Card 3: Red Mantis Assassin (Closing Henchman)
Koren may choose the order in which the cards are reloaded.

Koren the Paladin |

Turn Order: Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF
Out of Turn Updates: N/a
Turn: Turn 1 - 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.
Hour Power: On your non-Attack combat check, add 1.
SOT: N/a
Move: Stay at Dungeons
Explore: Mother of Thorns
CotCT
Story Bane 6
Type: Monster
Traits:
Outsider
Rogue
To Defeat:
Wisdom 10
THEN Combat 22
Immune to Poison. Resistant to Cold and Electricity.
Before acting, suffer the scourges Drained and Frightened.
If undefeated, suffer the scourges Poisoned and Wounded.
Suffer Drained and Frightened. Since Koren suffered Frightened after encountering it, do not suffer Mental damage.
For the first check, discard The Empty Throne to bless. Discard top card of deck to add 1d6+1. Dwarven War Shield so recharged instead.
Wisdom 10: 2d10 - 1 + 1d6 + 1 - 1 ⇒ (9, 6) - 1 + (2) + 1 - 1 = 16
Check successful so recharge The Empty Throne. For combat, reveal Thundering Earthbreaker to do Melee+1d12+2. Banish Strength to add 3 to Strength for turn. Recharge Blessing of Shizuru to bless twice. Discard top card of deck to add 1d6+1. Discard Gem of Physical Prowess
Combat 22+2=24: 3d8 + 5 - 3 + 1d12 + 2 + 3 - 1 + 1d6 + 1 - 1 ⇒ (1, 3, 5) + 5 - 3 + (10) + 2 + 3 - 1 + (6) + 1 - 1 = 31
Defeated. Recharge Gem of Physical Prowess since check was successful. Now can attempt to close. Summon the danger.
Danger: 1d2 ⇒ 1
Story Bane
Type:
Monster
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 11+## OR
Charisma Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.
Discard Blessing of Tsukiyo to bless check. Discard top card of deck to add 1d6+1. Blessing of Cayden Cailean so recharged instead.
Charisma 6+6=12: 2d8 + 2 - 2 + 1d6 + 1 - 1 ⇒ (4, 7) + 2 - 2 + (4) + 1 - 1 = 15
Check successful so recharge Blessing of Tsukiyo. Location is closed. Will draw a card Cure. Remove Frightened.
No non-Veteran Story Banes left in deck. Will move with Quinn.
End Turn: Reset Hand. Bury Cure to remove Drained
Recovery:
-Strength: Divine 8: 1d8 + 5 ⇒ (5) + 5 = 10
[u]Summary[/u]:
Move: Dungeons -> ?
Acquired: N/a
Banished: Dungeons Card 1: Mother of Thorns
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Quinn may draw a card then must move.
Hand: Thundering Earthbreaker (loot), Jorgenfist Spear, Adamantine Plate Armor, Grappler's Mask, Blessing of the Father of Creation,
Displayed:
Deck: 15 Discard: 0 Buried: 1
Current Location: w/ Quinn
Hero Points: 6
Paizo Reroll: 6A - not usedNOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
Recharge armor can reduce 2 damage (local only)
If bane is displayed next to you (local only) -> can display it next to Koren instead
Blessings
Other: Hi I'm Koren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Ashbringer (loot), Burst of Glory, Mass Cure, Blessing of Angradd, Totem Klar (loot), Fortified Breastplate, Kazavon's Shield (loot), Blessing of Iomedae
Recharged: Dwarven War Shield, The Empty Throne (Harrow), Gem of Physical Prowess, Blessing of Shizuru, Blessing of Cayden Cailean, Blessing of Tsukiyo, Strength,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Divine: Charisma+3
Favored Card: Spell or Armor
Hand Size: 5 ☐ 6
Proficiencies:
Armor Weapons Divine
POWERS:
When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
You may discard the top card of your deck to add 1d6 (☑+1) to (☑ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
☑ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.

JohnF-1017 Quinn |

When Koren closes the Dungeons, Quinn continues his search for monsters elsewhere
Quinn will draw a card (Ring of Regeneration), then move to the Blood Pool
At some point before the start of Enora's turn he will also reload his Eagle to examine the top card of the Blood Pool.
I should probably have done that on Koren's turn; I would then have been able to have drawn the Eagle when the location closed, and examine another location (which could have helped Brielle or Cthonicthul). Unfortunately I wasn't planning quite far enough ahead, and didn't think of it at the time.
Hand: Blackjack's Rapier, Meteor Hammer +3, Magic Leather Armor (Core), Cloak of Daggers, Ring of Regeneration, Salvator Scream, Shy Ratani, Blessing of the Quartermaster,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Blood Pool
Hero Points: 5
Reroll Used: N
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 to a local check against a bane. Other cards or support could be made available if requested.
Movement: An examinable location (prefer barriers, not monsters)
Middle of Deck (Unknown Order): Quartermaster, Pole, Blackjack's Gear, Helpful Haversack (Core), Boots of Alacrity, Gem of Mental Acuity, Monkey, Blessing of Abadar, Adamantine Sai +2, Blessing of Yaezhing
Recharged: Investigator's Lamp,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.
Empiricist Role:
☐ On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
At the end (☑ or start) of your turn, you may examine the top card of your location. (☑ You may recharge a card to ignore powers that would happen when you examine it.)
Blackjack Role:
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.
☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.

Raheli - Chthonicthul |

Turn 2: Raheli/Sands of the Hour
Explore Cell Card #1: Exploding Runes
Disable 14 to defeat Exploding Runes, recharging Wand of Flying to add d4 plus 3 as per character power: 1d10 + 4 + 2 + 1d4 + 3 ⇒ (3) + 4 + 2 + (4) + 3 = 16 Defeated; banished
As always, totally forgot I have Augury in hand. Play it, calling Monster
Cell Card #2: Dancing Dagger
Cell Card #3: Firepelt Cougar
Cell Card #4: Landshark. Triggerfish; must encounter.
Combat 21 to defeat Landshark, using Dexterity plus 2d8 as per character power, and recharging Blue War Paint to add d4 plus 4, also for character power: 1d10 + 4 + 2d8 + 1d4 + 4 ⇒ (8) + 4 + (8, 5) + (2) + 4 = 31 Defeated and banished.
Draw Climber's Gloves for succeeding at check, as per character power
Display Steal Soul for defeating a Monster that is not immune to Attack
Shuffle location deck.
Discard Stag tp explore next card at Cell.
Next card: 1d9 ⇒ 2 Firepelt Cougar. Will automatically fail at check; banish.
Raheli evades the clear;y-dangerous runes on the heavy steel-reinforced door to the cell as she slips in; no point in being murdered by magic, if it can be helped. Lying in wait for her is another of those annoying landsharks. The witch cannot count the times she has had to dispense with them, although she tries to recall the number as she throttles the life from this latest one.
Reset hand and end turn.
Arcane 8 to recharge Augury: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12 Success; recharged
Hand: Lyrune-quah Moon Maiden (for Crow), Climber's Gloves, The Marriage (Harrow), Silver War Paint (for Hypnotist's Locket), Spellbottle, Incendiary Cloud,
Displayed: Flying Squirrel, Steal Soul,
Deck: 13 Discard: 1 Buried: 0
"Current Location: Cell
Hero Points Available/Used: 3/0"
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6A?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
None
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.
[X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

Brielle - Shnik |

Turn 3, The Real Rabbit Prince
Hour: At the start of your turn, draw this card.
SoT, draw The Real Rabbit Prince
New Hour: Sands of the Hour, No effect.
Stay at Arsenal
Explore Arsenal #1 => Soultrapping Gem
When encountered, discard The Twin_H to swap places with Koren; Koren encounters and displays Soultrapping Gem
Harrow played, no effect
Discard The Real Rabbit Prince_B to explore Blood Pool #1 => Commander's Falchion
(turn order): 1d5 ⇒ 3 => The Real Rabbit Prince_B discarded into Enora's discard pile
Bury Ausio Carowyn_L to rage
Melee 15: 1d12 + 2d8 + 8 ⇒ (3) + (3, 7) + 8 = 21 => acquired, Ausio Carowyn_L recharged
Discard Legionnaire Chaplain to explore Blood Pool #2 => Bottled Lightning
Intelligence 12: 1d6 ⇒ 1 => failed
Discard Blessing of the Father of Creation to explore Blood Pool #3 => Acid Rain
Intelligence 11: 1d6 ⇒ 5 => failed
End turn
Arsenal card 1 explored by Koren, Blood Pool cards 1-3 explored, The Real Rabbit Prince is in Enora's discards
Hand: Flaming Ranseur +3, Blessing of Shizuru, Ruan Mirukova_L, Moon Maiden Armor_L, Balmberry_L, Topaz of Strength, Commander's Falchion_B,
Displayed:
Deck: 12 Discard: 3 Buried: 0
"Hero Points: 6
Tier: 6.0"
"NOTES:
Available Support: Blessings as needed
Movement: If closed: Barracks
Other: "
-Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
-Diplomacy: Charisma +3
Favored Card: Item
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
"You may bury a card from your hand to add 1d12 (☑+1) (☑+2) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
(□ After you roll, count the number of dice that rolled a value of 12. You may reroll up to that number of dice; take the new result.)"
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 (□+3) and the card’s traits.
☑ When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
□ If you succeed at all checks required to defeat a monster, reduce all damage dealt to you after you act to 0. (□ Then you may examine the top card of your location deck; if it’s a non-villain, non-henchman monster, you may shuffle it into another open location deck.)
□ You may discard a card to evade a monster you encounter and put it on top of your location deck.

Enora - Gimry |

OFF-TURN ACTIONS:
Recharge House Drake to encounter Acid Rain on Brielles turn.
Arcane 11: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (3) = 10
Arcane - 1d10+4
Magnetic Grimoire - 1d4
Reveal Magnetic Grimoir because Acid Rain invokes Acid.
Failed
========================
Enora starts her turn.
Hour: The Winged Serpent
Hour Power:Your Ranged check is blessed.
Location: Blood Pool
Location Power: After you discard cards as damage, bury a card from your discards.
Scenario Powers:
At the start of the scenario and when a non-Veteran story bane from a location is undefeated, uncheck a rallied supporter.
When you close your location, before banishing its cards, search it and shuffle each of its non-Veteran story banes into a random other location.
When you defeat and corner a villain, display it next to the scenario.
When you display the second villain, add the new location Plaza and shuffle the villain Dragon (Zarmangarof) into it; the Dragon always rolls Acid. To win, defeat and corner the Dragon.
Story Bane
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.
Wisdom 10: 1d6 + 1d4 ⇒ (4) + (4) = 8
Wisdom - 1d6
Bestiary of Garund - 1d4
Increase Difficulty: 1d6 ⇒ 1
Combat(Arcane) 27(10+12+4+1): 1d10 + 4 + 2d6 + 4 + 1d4 + 1d10 ⇒ (9) + 4 + (1, 5) + 4 + (2) + (7) = 32
Combat - 1d10+4
Frost Touch - 2d6+4
Ice Chemist - 1d4
Blessed - 1d10
Bury Ice Chemist and Bestiary of Garund to close
Enora is healed for 1: (The Real Rabbit Prince). Deck shuffled.
"
Hand: Channel the Gift, Fly, Chain Lightning, Magnetic Grimoire, Binder's Tome, Salvator Scream,
Displayed:
Deck: 13 Discard: 1 Buried: 2
Current Location: Arsenal
Hero Points: 1
NOTES:
Other: Paizo reroll used for scenario CoCT-6A?: N
Middle of Deck (Unknown Order): Blessing of the Spellbound, Fire Snake, Staff of Greater Necromancy, Korvosan House Drake, Sand Elemental, Codex, Death's Touch, Blessing of Qi Zhong, Disintegrate, Enervation, The Real Rabbit Prince, Create Mindscape, The Rakshasa
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Intelligence +2
- Knowledge: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ( ☑or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile.
For your combat check, you may discard a spell (☐ or a boon with the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
☑ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.
End of Turn Summary:
Closed the Blood Pools
Moved to Arsenal

JohnF-1017 Quinn |

The hour is The All-Seeing Eye - When you would examine the top card of a location, you may examine the top 2 cards instead.
That sounds like a pretty good hour for Quinn!
SOT: Examine top card of Arsenal - Kordaitra Destaid - a Closing Henchman!
Type: Monster
Traits:
Cavalier
Human
To Defeat:
Combat 24
When you would encounter this monster, a local character that has the highest Melee modifier encounters her instead.
Before acting, each other character summons and encounters the story bane Gray Maiden Guard.
I guess Quinn's not going to be the one fighting the henchman ...
Hour Power: Examine next card of Arsenal - Fury Devil (Monster 5)
SOT: Exchange Cloak of Daggers (Hand) with Blackjack's Daggers (Kit)
SOT: (Ring of Regeneration) Recharge Blessing of Kofusachi (only discard).
SOT: Encounter Koren's displayed Soultrapping Gem
Bury an Item/Reload Blackjack's Daggers to add Quinn's Perception; ask Koren to assist.
Disable 14: 1d10 + 5 + 1d8 + 3 + 1d6 + 1 ⇒ (1) + 5 + (6) + 3 + (3) + 1 = 19 - defeated!
Quinn sees no point in sticking around to fight a posse of Gray Maidens, so he heads off to the Bank of Abadar
(A location he stands some chance of closing/guarding).
As nobody asked Quinn to play his Eagle, he'll reload it now to examine the top card (or, this hour, the top two cards) of his location.
They are Sklar-quah Thundercaller (Ally 4) & Silver War Paint (Item 4).
Explore, encountering Sklar-quah Thundercaller.
Choose to fail the check to acquire - Thundercaller banished.
Discard Shy Ratani to explore, encountering Silver War Paint.
Choose to fail the check to acquire - War Paint banished.
End turn.
EOT: (Ring of Regeneration) Recharge Shy Ratani (only discard).
EOT: Examine top card (hour: 2 cards) of the location.
They are:Perplexing Text (Barrier 1) & Fuse Grenade (Item 6).
Reset, drawing Eagle & Blackjack's Daggers.
Hand: Meteor Hammer +3, Blackjack's Rapier, Blackjack's Daggers, Magic Leather Armor (Core), Ring of Regeneration, Salvator Scream, Eagle, Blessing of the Quartermaster,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Bank of Abadar
Hero Points: 5
Reroll Used: N
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 to a local check against a bane. Other cards or support could be made available if requested.
Movement: An examinable location (prefer barriers, not monsters)
Middle of Deck (Unknown Order): Quartermaster, Blessing of Abadar, Blessing of Yaezhing, Blackjack's Gear, Boots of Alacrity, Adamantine Sai +2, Helpful Haversack (Core), Gem of Mental Acuity, Monkey, Pole
Recharged: Investigator's Lamp, Blessing of Kofusachi, Shy Ratani,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.
Empiricist Role:
☐ On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
At the end (☑ or start) of your turn, you may examine the top card of your location. (☑ You may recharge a card to ignore powers that would happen when you examine it.)
Blackjack Role:
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.
☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
Turn Summary:
Examined top two cards of Arsenal
Banished Koren's Soultrapping Gem
Moved to Bank of Abadar
Banished top two cards of Bank of Abadar
Examined next two cards of Bank of Abadar
Used Koren's power once.

Koren the Paladin |

Turn Order: Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF
Out of Turn Updates: Quinn removed Soultrapping Gem. Quinn used power once. Recharge Kazavon's Shield
Turn: Turn 6 - 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.
Hour Power: When you would fail a check, you may bury 1 card to reroll 1 die.
SOT: N/a
Move: Move to Barracks
Explore: Hippogriff
CotCT
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
Discard top card of deck to add 1d6+1. Blessing of Angradd so recharged instead. Discard Blessing of the Father of Creation to explore again.
Wisdom 16: 2d10 + 1d6 + 1 ⇒ (10, 4) + (1) + 1 = 16
Acquired! End turn here.
End Turn: Reset Hand.
Recovery: N/a
[u]Summary[/u]:
Move: Arsenal -> Barracks
Acquired: Barracks Card 1: Hippogriff
Banished: N/a
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Thundering Earthbreaker (loot), Jorgenfist Spear, Adamantine Plate Armor, Grappler's Mask, Hippogriff,
Displayed:
Deck: 16 Discard: 0 Buried: 1
Current Location: Barracks
Hero Points: 6
Paizo Reroll: 6A - not used
NOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
Recharge armor can reduce 2 damage (local only)
If bane is displayed next to you (local only) -> can display it next to Koren instead
Blessings
Other: Hi I'm Koren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Fortified Breastplate, Ashbringer (loot), Mass Cure, Totem Klar (loot), Blessing of Iomedae, Burst of Glory
Recharged: Dwarven War Shield, The Empty Throne (Harrow), Gem of Physical Prowess, Blessing of Shizuru, Blessing of Cayden Cailean, Blessing of Tsukiyo, Strength, Kazavon's Shield (loot), Blessing of Angradd, Blessing of the Father of Creation,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Divine: Charisma+3
Favored Card: Spell or Armor
Hand Size: 5 ☐ 6
Proficiencies:
Armor Weapons Divine
POWERS:
When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
You may discard the top card of your deck to add 1d6 (☑+1) to (☑ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
☑ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.

Raheli - Chthonicthul |

Turn 7: Raheli/Pharasma's Knowing
Explore next Cell card: 1d8 ⇒ 2 Tisharue
Are Guard checks normal? So, those now?
Before acting, suffer Fire damage: 1d4 ⇒ 1 Discard Lyrune-quah Moon Maiden for damage
Combat 26 to defeat Tisharue, recharging Climber's Gloves to use Dexterity plus 2d8, recharging Silver War Paint to add d4 plus 4, and discarding The Marriage to Bless: 1d10 + 4 + 2d8 + 1d4 + 4 + 1d10 ⇒ (10) + 4 + (4, 4) + (2) + 4 + (7) = 35 Defeated; what happens next depends on Guard checks?

Brielle - Shnik |

OoT, Raheli's turn
Villain encountered, attempt to guard Arsenal
Random weapon #1 => Keen Spiked Chain
Bury Commander's Falchion_B to rage, recharge Ruan Mirukova_L
Melee 15: 1d12 + 1d8 + 1d4 + 8 ⇒ (1) + (4) + (2) + 8 = 15 => passed, Commander's Falchion_B recharged
Ruan Mirukova, heal 1 card => Blessing of the Father of Creation
Arsenal guarded

Koren the Paladin |

Koren must guard. For combat, reveal Jorgenfist Spear to do Melee+2d6+3. Discard top card of deck to add 1d6+1. Discard Burst of Glory. Recharge Hippogriff to add 2d4.
Combat 5+6+6+8=25: 1d8 + 5 + 2d6 + 3 + 1d6 + 1 + 2d4 ⇒ (5) + 5 + (1, 3) + 3 + (2) + 1 + (3, 2) = 25
Check successful so recharge Burst of Glory.

Enora - Gimry |

At the Start of Brielles turn, I will cast fly and examine
Oubliette Card 1: Toad Demon
Barracks Card 2: Greater Bolstering Armor
I don't like either of those, so I'll head to the Bank and try to read the Perplexing text
End of Brielles Turn.
Enora attempts to recover all cards in her Recovery pile.
Fly: Arcane 10: 1d10 + 4 ⇒ (7) + 4 = 11 -> Fly recharged.
"
Hand: Channel the Gift, Chain Lightning, Magnetic Grimoire, Binder's Tome, Salvator Scream,
Displayed:
Deck: 14 Discard: 1 Buried: 2
Current Location: Arsenal
Hero Points: 1
NOTES:
Other: Paizo reroll used for scenario CoCT-6A?: N
Middle of Deck (Unknown Order): Blessing of Qi Zhong, Codex, Disintegrate, Death's Touch, Fire Snake, The Rakshasa, Create Mindscape, Sand Elemental, Staff of Greater Necromancy, Blessing of the Spellbound, Enervation, Korvosan House Drake, The Real Rabbit Prince
Recharged: Fly,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Intelligence +2
- Knowledge: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ( ☑or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile.
For your combat check, you may discard a spell (☐ or a boon with the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
☑ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

JohnF-1017 Quinn |

Quinn will guard the Bank.
He doesn't really want to, as the only Item he has in his hand is his Ring of Regeneration, but sometimes you just have to make sacrifices...

Brielle - Shnik |

Turn 8, Lady Luck
Hour: When you play a blessing, you may give a card to any character.
Stay at Arsenal
Explore Arsenal #2 => Kordaitra Destaid (Henchman)
Brielle encounters Kordaitra Destaid
Before acting, each other character summons and encounters the story bane Gray Maiden Guard.
I thought it was local characters only, but seems like it's everyone!
Reveal Flaming Ranseur +3, recharge Blessing of Shizuru, bury Keen Spiked Chain_B to rage
Combat 24: 1d12 + 3d8 + 2d4 + 12 ⇒ (3) + (4, 2, 4) + (2, 1) + 12 = 28 => defeated, Keen Spiked Chain_B recharged
Closing time, random weapon #2 => Verminbane Warhammer
Bury Topaz of Strength to rage
Melee 14: 1d12 + 1d8 + 8 ⇒ (3) + (6) + 8 = 17 => acquired, Topaz of Strength recharged
Arsenal card #7 is Villain Cinnabar, so Arsenal not closed; every other card banished
Display Moon Maiden Armor_L
Banish Balmberry_L to heal 1 card => The Twin_H
End turn
Everyone encounters a Gray Maiden Guard, Arsenal emptied except for card 7, random weapons 1&2 used
Hand: Flaming Ranseur +3, Verminbane Warhammer_B, Belt of Physical Might_C, Crowbar_C, Ruan Mirukova_L, Blessing of Abadar, Gem of Physical Prowess,
Displayed: Moon Maiden Armor_L,
Deck: 14 Discard: 1 Buried: 0
"Hero Points: 6
Tier: 6.0"
"NOTES:
Available Support: Blessings as needed
Movement: If closed: Barracks
Other: "
-Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3
-Diplomacy: Charisma +3
Favored Card: Item
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
"You may bury a card from your hand to add 1d12 (☑+1) (☑+2) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
(□ After you roll, count the number of dice that rolled a value of 12. You may reroll up to that number of dice; take the new result.)"
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 (□+3) and the card’s traits.
☑ When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
□ If you succeed at all checks required to defeat a monster, reduce all damage dealt to you after you act to 0. (□ Then you may examine the top card of your location deck; if it’s a non-villain, non-henchman monster, you may shuffle it into another open location deck.)
□ You may discard a card to evade a monster you encounter and put it on top of your location deck.

Koren the Paladin |

Koren must summon and encounter Gray Maiden Guard.
Story Bane
Type:
Monster
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 11+## OR
Charisma
Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.
Discard top card of deck to add 1d6+1. Blessing of Iomedae so recharged instead.
Charisma 6+6=12: 1d8 + 2 + 1d6 + 1 ⇒ (1) + 2 + (2) + 1 = 6
Will use Paizo reroll on the 1d8.
Charisma 12 w/ reroll: 1d8 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9
Recharge Adamantine Plate Armor to reduce damage by 3. Then shuffle a barrier into Barracks since undefeated.

![]() |

Before acting, each other character summons and encounters the story bane Gray Maiden Guard.I thought it was local characters only, but seems like it's everyone!
I misread it as that, too. Still, at least our spreading out to reduce the number of local characters meant more locations could be guarded when we ran into a villain!
Reveal then reload Meteor Hammer to use Knowledge+5 to fight; recharge Salvator Scream to add 1d8
Combat 11+##=23: 1d10 + 6 + 5 + 1d10 + 3 + 1d8 ⇒ (6) + 6 + 5 + (6) + 3 + (3) = 29 Grey Maiden Guard is defeated.

BR eddiephlash |

Raheli needs a new location. [b]Raheli and Enora need to encounter a Gray Maiden Guard.
During This Adventure:
During This Scenario:
When preparing the story banes, make 2 story bane stacks, each with enough cards to equal the number of locations, then deal 1 card from each stack into each location.
Each character unmarks a rallied supporter from their individual list.
Story Banes
Danger: Gray Maiden Guard, Red Mantis Assassin
Villain - Stack 1: Cinnibar
Closing Henchmen - Stack 1: Zenobia Zenderholmh, Koriantu, Red Mantis Assassins - Proxy A
Villain - Stack 2: Tisharue
Closing Henchmen - Stack 2: Mother of Thorns, Kordaitra Destaid, Gray Maiden Guards - Proxy B
Additional Rules: Story Bane Details:
Story Bane
Type: Monster
Traits: Fighter Gray Maiden Human Veteran
To Defeat: Combat 11+## OR Charisma Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.
Story Bane
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.
CotCT Story Bane 4
Type: Monster
Traits: Assassin Human
To Defeat: Combat 22 THEN Combat 22 OR Diplomacy 11
Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount. If defeated by a Diplomacy check, draw a new ally and examine the top card of each location.
CotCT Story Bane 6
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
CotCT Story Bane 6
Type: Monster
Traits: Angelkin Cleric
To Defeat: Combat 24 THEN Combat 24
Before acting, each local character must succeed at a Wisdom 11 check or bury a card. While acting, when a distant character plays a card, they suffer 1d4+1 Combat damage. If undefeated, suffer the scourge Wounded.
CotCT Story Bane 6
Type: Monster
Traits: Elf Fighter
To Defeat: Combat 26
Before acting, suffer 1d4 Fire damage. If undefeated, shuffle a barrier into each location.
CotCT Story Bane 6
Type: Monster
Traits: Outsider Rogue
To Defeat: Wisdom 10 THEN Combat 22
Immune to Poison. Resistant to Cold and Electricity. Before acting, suffer the scourges Drained and Frightened. If undefeated, suffer the scourges Poisoned and Wounded.
CotCT Story Bane 6
Type: Monster
Traits: Cavalier Human
To Defeat: Combat 24
When you would encounter this monster, a local character that has the highest Melee modifier encounters her instead. Before acting, each other character summons and encounters the story bane Gray Maiden Guard.
Scenario Level (#): 6
Turn: 9, Enora/Gimry
Monsters
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
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 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Weapons
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
CotCT
Weapon 6
Traits:
Fire
Magic
Melee
Ranged
Spear
To Acquire:
Strength
Melee
Ranged
Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Items
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Allies
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
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 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Core
Blessing 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.
Hour Power: On your check, you may reroll any dice showing 1.
Current Hour:
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.
Hours Remaining: 21
Hourglass
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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.
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.
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.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
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.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
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 Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
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.
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.
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.
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
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 Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
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.
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 ?: 12
Located/Displayed Here: None
CotCT
Supporter 3
Traits:
Aristocrat
Human
Display. While displayed:
* You may bury to draw a new ally that lists Diplomacy in its check to acquire.
* ? On your check against a story bane, you may bury an ally to add 1d6.
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 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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 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 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
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 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.
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 5
Traits:
Human
Summoner
Display. While displayed:
* When a character encounters a summoned bane, you may bury to let that character evade it.
* ? On your checks against Outsider banes, add 1d4.
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.
Location #1: Arsenal
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/Shnik, Enora/Gimry, Cinnabar
CotCT
Story Bane 4
Type: Monster
Traits:
Assassin
Human
To Defeat:
Combat 22
THEN Combat 22
OR Diplomacy 11
Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount.
If defeated by a Diplomacy check, draw a new ally and examine the top card of each location.
Location #2: Bank Of Abadar
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Quinn/JohnF, Perplexing Text, Fuse Grenade
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 6
Traits:
Alchemical
Attack
Bludgeoning
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.
DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.
CotCT
Story Bane 6
Type: Monster
Traits:
Cleric
Undead
To Defeat:
Constitution
Fortitude 8
THEN Combat 22
Immune to Mental and Poison.
After acting, suffer the scourges Drained and Plagued.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
Core
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.
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.
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 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Location #4: Cell
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raheli/Chthonicthul,
Location #5: Oubliette
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: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: Tisharue (shuffled)
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Story Bane 6
Type: Monster
Traits:
Angelkin
Cleric
To Defeat:
Combat 24
THEN Combat 24
Before acting, each local character must succeed at a Wisdom 11 check or bury a card.
While acting, when a distant character plays a card, they suffer 1d4+1 Combat damage.
If undefeated, suffer the scourge Wounded.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
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.
CotCT
Story Bane 6
Type: Monster
Traits:
Elf
Fighter
To Defeat:
Combat 26
Before acting, suffer 1d4 Fire damage.
If undefeated, shuffle a barrier into each location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
Location #6: Barracks
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Koren/MauveAvengr, None
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Monster 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 5 Sp: 0 Ar: 3 I: 4 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: Loot, Harrows, etc
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
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 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

Raheli - Chthonicthul |

Turn 7 continued
When Raheli played her Harrow, she draws a random Ally from discards: 1d2 ⇒ 1 Stag
Move to Bank of Abadar at close of Cell
Reset hand and end turn
Hand: Stag, Fox, Staff of Life, Staff of Minor Healing, Spellbottle, Incendiary Cloud,
Displayed: Flying Squirrel, Steal Soul,
Deck: 12 Discard: 2 Buried: 0
"Current Location: Bank of Abadar
Hero Points Available/Used: 3/0"
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6A?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
None
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.
[X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
On Turn 89: encounter Gray Maiden Guard
Combat 23 to defeat Gray Maiden Guard, recharging Fox to use Dexterity plus 2d8 and recharging Spellbottle to add 1d4 plus 3 for character power: 1d10 + 4 + 2d8 + 1d4 + 3 ⇒ (7) + 4 + (3, 2) + (2) + 3 = 21 Failure. Discard Stag and Incendiary Cloud for damage. Shuffle Barrier into Bank of Abadar for failure.
Hand: Staff of Life, Staff of Minor Healing,
Displayed: Flying Squirrel, Steal Soul,
Deck: 14 Discard: 4 Buried: 0
"Current Location: Bank of Abadar
Hero Points Available/Used: 3/0"
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6A?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
None
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.
[X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

Enora - Gimry |

OK. Bunch of stuff going on. So I'll update here. My previous update didn't get captured in the BR Update.
On Brielles turn before they encounter Kordaitra Destaid I will still cast fly. This examines the top card of the Oubliette and the Barracks and moves me to the Bank. The Oubliette gets shuffled after the Villain fight, but the top of the Barracks is still known: Greater Bolstering Armor Also, we know that there is a Toad Demon lurking in the Oubliette somewhere now.
Since Kordaitra Destaid is ALL characters, before Brielle explores, I'm going to cast Channel the Gift for Disintegration for the fight
Story Bane
Type: Monster
Traits: Fighter Gray Maiden Human Veteran
To Defeat: Combat 11+## OR Charisma Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.
Combat(Arcane) 23(11+12): 1d10 + 4 + 4d6 + 1d4 ⇒ (9) + 4 + (5, 6, 4, 2) + (2) = 32
Combat - 1d10+4
Disintegrate - 4d6
Binder's Tome - 1d4
I'm going to keep the previous roll to recharge fly and just recharge the two recently cast spells here.
At the end of Brielle's turn.
Enora attempts to recover all cards in her Recovery pile.
Channel the Gift: Arcane 14: 1d10 + 4 ⇒ (3) + 4 = 7 -> Channel the Gift discarded.
Disintegrate: Arcane 16: 1d10 + 4 ⇒ (1) + 4 = 5 -> Disintegrate discarded.

Enora - Gimry |

========================
Enora starts her turn.
Hour: Master of Masters
Hour Power:On your check, you may reroll any dice showing 1.
Location: Bank Of Abadar
Location Power: When you acquire a boon, bury a card.
Scenario Powers:
At the start of the scenario and when a non-Veteran story bane from a location is undefeated, uncheck a rallied supporter.
When you close your location, before banishing its cards, search it and shuffle each of its non-Veteran story banes into a random other location.
When you defeat and corner a villain, display it next to the scenario.
When you display the second villain, add the new location Plaza and shuffle the villain Dragon (Zarmangarof) into it; the Dragon always rolls Acid. To win, defeat and corner the Dragon.
Reveal Binders Tome for Raheli Combat: 1d4 ⇒ 4
While Brielle deals with Kordaitra Destaid I decide to fly over to the Bank of Abadar and take a look at the mysterious text that Quinn has found.
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.
Knowledge 13: 1d10 + 5 + 1d8 ⇒ (6) + 5 + (8) = 19
Knowledge - 1d10+5
Salvatore Scream - 1d8
Defeated, so draw a spell from the box.
Random Spell 1 is: Steal Soul (Spell 5)
"Ah! You see Quinn, this is a scroll of "Steal Soul." A rather handy spell to keep around."
Unsure if I get to keep the spell or not, so I'll keep it for now. It'll be easier to track that way.
"
Hand: Death's Touch, Chain Lightning, Steal Soul, Magnetic Grimoire, Binder's Tome, Blessing of Qi Zhong,
Displayed:
Deck: 12 Discard: 3 Buried: 2
Current Location: Bank Of Abadar
Hero Points: 1
NOTES:
Other: Paizo reroll used for scenario CoCT-6A?: N
Middle of Deck (Unknown Order): Korvosan House Drake, Staff of Greater Necromancy, Blessing of the Spellbound, The Rakshasa, Create Mindscape, Enervation, The Real Rabbit Prince, Codex, Sand Elemental, Fire Snake
Recharged: Fly, Salvator Scream,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane: Intelligence +2
- Knowledge: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ( ☑or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile.
For your combat check, you may discard a spell (☐ or a boon with the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
☑ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.
End of Turn Summary:
Banished Card 1 from the Bank
Used up Random Spell #1
Binders Tome Reveals to add 1d4 to combat/charisma checks at my location, but adds mental.

JohnF-1017 Quinn |

Turn 10
The hour is Sands of the Hour - no effect.
SOT: Exchange Magic Leather Armor (Hand) with Cloak of Daggers (Kit)
Reload Eagle to examine top card of Barracks - Greater Bolstering Armor (Armor 6)
Move to Barracks to explore.
Recharge Blessing of the Quartermaster to bless; ask Koren for assistance.
Constitution 14: 3d6 + 1 ⇒ (2, 5, 3) + 1 = 11 Failure.
It's an Armor 6 - it's worth trying that again. Paizo re-roll the 2
Constitution 14: 1d6 + 5 + 3 + 1 ⇒ (6) + 5 + 3 + 1 = 15 Success! Armor acquired.
Display Greater Bolstering Armor.
No way to explore again, so end turn.
EOT: Examine top card of location - Trapped Chest (Barrier 1)
Reset, drawing Eagle, Meteor Hammer, Blessing of Abadar, Boots of Alacrity & Monkey
Hand: Meteor Hammer +3, Blackjack's Rapier, Blackjack's Daggers, Cloak of Daggers, Boots of Alacrity, Eagle, Monkey, Blessing of Abadar,
Displayed: Greater Bolstering Armor,
Deck: 12 Discard: 0 Buried: 1
Current Location: Barracks
Hero Points: 5
Reroll Used: Y
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 to a local check against a bane. Other cards or support could be made available if requested.
Movement: An examinable location (prefer barriers, not monsters)
Middle of Deck (Unknown Order): Helpful Haversack (Core), Adamantine Sai +2, Gem of Mental Acuity, Blackjack's Gear, Pole, Blessing of Yaezhing, Quartermaster
Recharged: Investigator's Lamp, Blessing of Kofusachi, Shy Ratani, Salvator Scream, Blessing of the Quartermaster,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.
Empiricist Role:
☐ On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
At the end (☑ or start) of your turn, you may examine the top card of your location. (☑ You may recharge a card to ignore powers that would happen when you examine it.)
Blackjack Role:
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.
☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.