
JohnF-1017 Quinn |

Off turn activities:
On Koren's turn, recharge Blessing of the Quartermaster and reload Eagle.
Turn 19
The Hour is Irori's Mastery - On your blessed check, you may reroll any dice showing 1.
SOT: Examine top card of location/siege pile: Ancient Black Dragon
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
SOT: reveal Haversack to examine top card of deck: Meteor Hammer +3. Reload.
SOT: Exchange Helpful Haversack (hand) and Blessing of Kofusachi (kit).
Explore, encountering Ancient Black Dragon.
[BA check: Reload Ring of Splendid Security to add 7; scenario adds a d4
Dexterity 11: 1d6 + 1d4 + 7 ⇒ (5) + (4) + 7 = 16 Passed
Reveal then discard Sawtooth Saber; reload Blackjack's Gear to fight using Knowledge + 4
Combat 28: 1d10 + 6 + 4 + 2d8 + 1d8 + 6 ⇒ (3) + 6 + 4 + (7, 8) + (6) + 6 = 40 Defeated.
With no way to explore again other than the Blessing of Kofusachi (which is better used to get the Investigator's Lamp back), Quinn ends his turn.
EOT: Reveal RR to recharge only discard - Shocking Sawtooth Saber.
EOT: Examine to card of location/Siege Pile - Troll.
Reset, drawing Blackjack's Gear, Ring of Splendid Security, Eagle, Meteor Hammer +3, Writhing Armor
Hand: Blackjack's Rapier, Meteor Hammer +3, Writhing Armor, Ring of Regeneration, Ring of Splendid Security, Investigator's Lamp, Blackjack's Gear, Eagle, Blessing of Kofusachi,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Boat
Hero Points: 4
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. Eagle can be reloaded to examine the top card of any location. 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 Energy Resistance, Blessing of Yaezhing, Blessing of Abadar, Shy Ratani, Blackjack's Daggers
Recharged: Venture-Captain, Boots of Alacrity, Wayfarer, Gem of Mental Acuity, Cloak of Daggers, The Publican, Blessing of the Quartermaster, Shocking Sawtooth Saber,
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:
Defeated One card from siege pile (Ancient Black Dragon)
Next card in Siege Pile is a Troll
Note:
Quinn once again has both his Eagle and his Investigator's Lamp available for scouting.
He plans to use the Eagle once the Troll is defeated, and the Lamp after whatever the Eagle reveals is dealt with

BR eddiephlash |

During This Adventure:
During This Scenario:
Story Banes
Danger: Dragon
Villain: None
Non-Closing Henchman: Kazavon, Dragons - Proxy A, Cultists - Proxy B
When building the locations, set aside the banes in a siege pile, then shuffle in the non-closing henchman Kazavon and a number of non-closing henchman Dragons - Proxy A and Cultists - Proxy B each equal to the number of characters.
Additional Rules: Story Bane Details:
Story Bane
Type: Monster
Traits: Dragon Veteran
To Defeat: Combat 16+## OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Story Bane
Type: Monster
Traits: Dragon Fighter
To Defeat: Combat 30 THEN Combat 30
Immune to Electricity. Resistant to Attack. Vulnerable to Slashing. All damage is Electricity. Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded. While acting, distant characters cannot play cards or use powers. Scenario power: If you defeat Kazavon and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon back into it.
Scenario Level (#): 7
Turn: 20, Koren/MauveAvengr
Monsters
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
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.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
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 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Barrier 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 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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 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
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 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
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 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 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.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
Core
Spell 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.
Armors
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
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
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 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.
Items
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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.
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 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.
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 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 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.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 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.
Hour Power: You may not use powers to reroll dice.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hours Remaining: 10
Hourglass
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
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 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 Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Siege Deck
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Troll
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.
Henchman Proxy B4
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.
Foes On All Sides
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.
Burning Tar
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.
Infernal Warhounds
CotCT
Monster 6
Traits:
Outsider
To Defeat:
Combat 21
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
Kazavon
CotCT
Story Bane 7
Type: Monster
Traits:
Dragon
Fighter
To Defeat:
Combat 30
THEN Combat 30
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Gray Maiden Footsoldier
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.
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 ?: 14
Located/Displayed Here: Raheli/Chthonicthul, None
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
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 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 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 6
Traits:
Human
Rogue
Display. While displayed:
* You may bury to examine the top card of a location; if it is a boon, draw it.
* ? On your check to acquire, you may bury a card to add 1d10.
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 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 6
Traits:
Fighter
Human
Display. While displayed:
* On your checks against Gray Maiden cards, add 1d4.
* ? When a character suffers damage, you may bury to reduce it to 0.
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 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 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
CotCT
Supporter 1
Traits:
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:
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.
Location #1: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: 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: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Brielle/Shnik, Koren/MauveAvengr, None
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
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
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
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
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
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.
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.
Location #3: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Quinn/JohnF, None
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 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
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
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.
Location #5: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Enora/Gimry,
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
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.

Koren the Paladin |

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Koren - MauveAvengr
Out of Turn Updates: Koren must do Dex/Acrobatics check or suffer damage.
Dexterity 12: 1d4 ⇒ 3
Acid damage: 1d4 ⇒ 3
Reveal Rhino Hide Armor to reduce Acid damage by 3 to 0.
Brielle uses power once. Discard Jorgenfist Spear
Turn: Turn 20 - 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.
Hour Power: You may not use powers to reroll dice.
SOT: Discard top card of deck due to Wounded. Discard Burst of Glory
Move: Move to Library
Explore: Troll
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.
Koren will reveal Rhino Hide Armor to reduce Combat damage by 3 to 0. Will recharge Adamantine Plate Armor to reduce Combat damage to Enora by 2 to 0.
Koren will take the more difficult check. Enora must take the easier check.
For combat, reveal Thundering Earthbreaker to do Melee+1d12+2. Discard top card of deck to add 1d6+1. Blessing of Tsukiyo so recharged instead.
Combat 10+7+7=24: 1d8 + 5 + 1d12 + 2 + 1d6 + 1 ⇒ (6) + 5 + (10) + 2 + (5) + 1 = 29
Will pause turn for Enora

Enora - Gimry |

As Koren leads the troll over to Library, I quickly launch a meteor swarm at the troll before it gets to the library.
Combat 18(8+7+7-4): 1d10 + 4 + 2d6 + 2d10 + 1d4 + 1d4 ⇒ (10) + 4 + (4, 2) + (5, 8) + (1) + (3) = 37
Combat(Arcane) - 1d10+4
Meteor Swarm (Fire) - 2d6+2d10
Magnetic Grimoire - 1d4
Create Mindscape - 1d4
End of Korens turn.
Enora attempts to recover all cards in her Recovery pile.
Meteor Swarm: Arcane 17: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (1) = 14 -> Meteor Swarm discarded.

Koren the Paladin |

Troll is defeated!
Will banish Mass Cure to heal Enora and Koren.
Enora Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Koren Cure: 1d4 + 1 ⇒ (3) + 1 = 4
Enora heals 5. Koren heals 4. Heal Burst of Glory, Jorgenfist Spear, Ring of Stony Flesh, and Blessing of Iomedae.
Quinn reloads Eagle to examine top card of location. Examine Henchman Proxy B4 aka Cultist
End Turn: Reset Hand.
Recovery:
-Mass Cure: Divine 14: 1d8 + 6 ⇒ (8) + 6 = 14
[u]Summary[/u]:
Move: Arsenal -> Library
Acquired: N/a
Banished: Siege Deck Card 1: Troll
Examined: Siege Deck Card 2: Henchman Proxy B4 aka Cultist
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: Quinn reloaded his Eagle
Actions needed by other Player(s): N/a
Hand: Thundering Earthbreaker (loot), Ashbringer (loot), Burst of Glory (UC), Kazavon's Shield (loot), Rhino Hide Armor, Ring of Stony Flesh,
Displayed: Trifaccia's Mantle,
Deck: 10 Discard: 4 Buried: 1
Current Location: Library
Hero Points: 6
Paizo Reroll: 7 - not used // Koren has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
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): Blessing of Tsukiyo, Blessing of Shizuru, Blessing of Angradd, Blessing of Iomedae, Adamantine Plate Armor, Jorgenfist Spear, The Empty Throne (Harrow), Strength, Blessing of the Father of Creation, Grappler's Mask
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 |

On turn 18, Raheli discards Blessing of the Gods and Incendiary Cloud for Enora checks.
Turn 21: Raheli/The Beating
Move to the Arsenal
Reset hand and end turn.
Arcane 8 to recharge Incendiary Cloud: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Recharged
Hand: Augury, Silver War Paint (for Hypnotist's Locket), Staff of Life, Evocation Staff, Fox, Blue War Paint (for Phoenix Staff),
Displayed: Flying Squirrel, Steal Soul, Marcus Endrin,
Deck: 9 Discard: 6 Buried: 0
"Current Location: Arsenal
Hero Points Available/Used: 1/not sure"
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7A?: 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.
[X] You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.

Brielle - Shnik |

Turn 22, The Mountain Man
Hour: On your Strength or Constitution check, you may recharge a card to reroll.
Stay at Arsenal
Explore Siege deck #2 => Henchman Proxy B4 (Cultist)
Reveal Serithtial_L, reveal Belt of Physical Might_C
Combat 24: 1d12 + 1d8 + 2d6 + 1d4 + 12 ⇒ (7) + (4) + (6, 1) + (2) + 12 = 32 => defeated
Quinn uses Investigator's Lamp
Siege deck #3 => Foes On All Sides
Siege deck #4 => Burning Tar
Siege deck #5 => Infernal Warhounds
Pause turn while Quinn encounters a barrier

![]() |

Quinn chooses to encounter Foes on All Sides.
Summon and encounter the danger (Dragon) with the difficulty increased by #.
BA: Fail check, so suffer 1d4 ⇒ 2 damage. Banish/Bury Writhing Armor to reduce damage to zero.
Quinn still suffers the scourge "Wounded", however.
Reveal Meteor Hammer; reload Blackjack's Gear to fight using Knowledge+4; discard Blessing of Kofusachi to bless; reload Ring of Splendid Security to add 7.
Combat 16+###=37: 1d10 + 6 + 4 + 1d10 + 3 + 1d10 + 7 ⇒ (9) + 6 + 4 + (5) + 3 + (8) + 7 = 42 Dragon defeated.
The other two cards (Burning Tar, Infernal Warhounds) can be reloaded in whatever order we choose.

Brielle - Shnik |

Turn 22, continued
Burning Tar gets reloaded on top
Discard The Real Rabbit Prince_B to explore Siege deck #4 => Burning Tar
TRRP discarded into (turn order): 1d5 ⇒ 5 => Koren's discard pile
BA, Raheli suffers 1 Fire damage
1 Fire damage, reveal Reflecting Buckler to reduce by 2
Recharge Grappler's Mask, reveal Belt of Physical Might_C
Melee (Dexterity) 13: 2d8 + 2d4 + 7 ⇒ (5, 7) + (3, 3) + 7 = 25 => defeated
End turn
Siege pile cards 2-4 explored, card 5 examined, Raheli suffers 1 Fire damage, Koren discards TRRP
Hand: Defiant Nodachi +3, Reflecting Buckler, Nightwalker Isra, Belt of Physical Might_C, Silken Ceremonial Armor, Serithtial_L, Iron Shackles,
Displayed:
Deck: 12 Discard: 3 Buried: 0
"Hero Points: 5
Tier: 6.4"
"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 |

A splash of fiery tar burns Raheli's Blue War Paint right from her face.
Hand: Augury, Silver War Paint (for Hypnotist's Locket), Staff of Life, Evocation Staff, Fox,
Displayed: Flying Squirrel, Steal Soul, Marcus Endrin,
Deck: 9 Discard: 7 Buried: 0
"Current Location: Arsenal
Hero Points Available/Used: 1/not sure"
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7A?: 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.
[X] You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.

Enora - Gimry |

========================
Enora starts her turn.
Hour: Orison
Hour Power:No effect.
Location: Library
Location Power:On your check against a spell or a Book boon, add 1d6.
Scenario Powers:
On all non-combat checks, add 1d4.
When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
If you defeat Kazavon and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon back into it.
CotCT
Monster 6
Traits:
Outsider
To Defeat:
Combat 21
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
Ask Koren to recharge an armor to prevent this fire damage.
There will be one more coming up as well that I'll probably just take, but at least that's 1 card and not both.
Combat 17(21-4): 1d10 + 4 + 2d6 + 4 + 1d4 + 1d4 ⇒ (8) + 4 + (4, 3) + 4 + (2) + (4) = 29
Combat(Charisma) - 1d10+4
Frost Touch - 2d6+4
Magnetic Grimoire - 1d4
Create Mindscape - 1d4
Reveal Magnetic Grimoire to activate Frost Touch
Playing a spell allows me to recharge Meteor Storm
AYA Random Local 1-E, 2-K: 1d2 ⇒ 1
Enora faces the second one as well
Combat 17(21-4): 1d10 + 4 + 2d6 + 4 + 1d4 + 1d4 ⇒ (9) + 4 + (2, 5) + 4 + (3) + (4) = 31
Combat(Charisma) - 1d10+4
Frost Touch - 2d6+4
Magnetic Grimoire - 1d4
Create Mindscape - 1d4
Reveal Magnetic Grimoire to activate Frost Touch
Pause here while we decide if I'm taking damage or not

Koren the Paladin |

Koren will reveal Rhino Hide Armor then recharge Kazavon's Shield to reduce BYA Fire to Koren and Enora. Then will reveal Rhino Hide Armor and then recharge Rhino Hide Armor to reduce BYA Fire damage to Koren and Enora.

Enora - Gimry |

As Koren throws themselves selflessly in front of the warhounds breath attacks, I'm able to hit the beasts with a couple of Frost Touch spells shattering the hounds in place.
As the last hound falls, I turn to Koren.
"You're a lifesaver, friend!"
"
Hand: Enervation, Fire Snake, Chain Lightning, Magnetic Grimoire, Toff Ornelos, Salvator Scream,
Displayed: Create Mindscape,
Deck: 16 Discard: 0 Buried: 0
Current Location: Library
Hero Points: 2
NOTES:
Other: Paizo reroll used for scenario CoCT-7A?: N
Middle of Deck (Unknown Order): Blessing of Qi Zhong, Death's Touch, Binder's Tome, Sand Elemental, The Rakshasa, The Paladin, Codex, Disintegrate, Autumn Witch, Channel the Gift, Blessing of the Spellbound, Major Harrowing, Arcane Cannonade, Staff of Greater Necromancy, Codex of Conversations
Recharged: Meteor Swarm,
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. ( ☑ On your check to acquire any boon, you may do this with a card that has the Book trait.)
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 5 from the Siege deck. 3 left

Raheli - Chthonicthul |

With all that has beset them in this battle with the dragon, Raheli decides to quickly see with her truesight to see what else lies ahead.
Play Augury in the Siege Deck, calling Monster.
Siege Deck Card #1: Kazavon
Siege Deck Card #2: Warband. TRIGGER!
With only a d4, Raheli will auto-fail the Stealth 14 to evade Warband, even with her two d4 bonuses
This will bring on an Ancient Black Dragon, of course.
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
Acrobatics 11 to evade dragon fire, adding d4 for Steal Soul and another for scenario power: 1d10 + 4 + 2 + 1d4 + 1d4 ⇒ (7) + 4 + 2 + (4) + (4) = 21 Success
Another dragon! Raheli nimbly leaps out of the way of its breath, and then unleashes a blast of eldritch flame right back at it.
Combat 28 to defeat Ancient Black Dragon, recharging Fox to use Dexterity plus 2d8, Silver War Paint, Staff of Life and Evocation Staff to add 3d4 plus 5, and adding d4 for Steal Soul: 1d10 + 4 + 1d8 + 1d4 + 1d4 + 1d4 + 5 + 1d4 ⇒ (9) + 4 + (8) + (3) + (1) + (4) + 5 + (2) = 36 Success. This will defeat the dragon and the Warband.
Well, what do you know; Raheli bags herself a dragon. Utterly exhausted, she lies down for a nap, hoping the others can finish the fight.
Siege Deck Card #3: Gray Maiden Footsoldier
Arrange the two cards with the Villain on the bottom.

JohnF-1017 Quinn |

Turn 24
The hour is The Waxworks - At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Quinn has no blessing in his hand, so would become exhausted, which would pretty much rule out Quinn doing anything on his turn - he uses multiple boons for practically everything he does.
There's one way to avoid this. From the PACS Guide:
A player using an Ultra•PRO Pathfinder Adventure Card Game Character Mat also receives the following accessory perk for the session: once per scenario, at the start of your turn, you can discard a card to draw a card.
I do have (and even use) the Character Mats; proof of this was submitted some time ago (for Outpost II, I believe). And two of the five unknown cards on the top of Quinn's deck are blessings. I get to choose the order in which all the "Start of turn" things happen, so:
SOT: Reveal Ring of Regeneration to recharge only discard (Blessing of Kofusachi).
SOT: Exchange Ring of Regeneration (hand) with Helpful Haversack (kit).
(This gives me two bites at the cherry ...)
SOT: Reveal Helpful Haversack to examine top card of deck - Ring of Energy Resistance. Recharge.
SOT: Use character mat power to discard a card (Helpful Haversack) and draw a card - Blessing of Abadar. Yes!!
SOT: Discard Blessing to the hour power.
SOT: (Wounded) Discard top card of deck - Shy Ratani
Now to get rid of the last obstacle between us and Kazavon!
Explore, encountering Grey Maiden Footsoldier.
Reveal Meteor Hammer; reload Blackjack's Rapier to fight using Knowledge+4 in place of Acrobatics; discard weapon to add an additional d6.
(Quinn's hand is now empty)
1d10 + 6 + 4 + 1d10 + 3 + 1d6 ⇒ (5) + 6 + 4 + (3) + 3 + (5) = 26 Footsoldier defeated. The way to Kazavon is clear!
End Turn.
Reset, drawing Blackjack's Rapier, Ring of Splendid Security, Blackjack's Gear, Eagle, Blackjack's Daggers, Blessing of Yaezhing, Venture Captain, Boots of Alacrity & Wayfarer.
Hand: Blackjack's Rapier, Blackjack's Daggers, Blackjack's Gear, Ring of Splendid Security, Boots of Alacrity, Eagle, Venture-Captain, Wayfarer, Blessing of Yaezhing,
Displayed:
Deck: 8 Discard: 4 Buried: 1
Current Location: Boat
Hero Points: 4
Reroll Used: Y // Quinn has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
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. Eagle can be reloaded to examine the top card of any location. Other cards or support could be made available if requested.
Movement: An examinable location (prefer barriers, not monsters)
Middle of Deck (Unknown Order): 0
Recharged: Gem of Mental Acuity, Cloak of Daggers, The Publican, Blessing of the Quartermaster, Shocking Sawtooth Saber, Investigator's Lamp, Blessing of Kofusachi, Ring of Energy Resistance,
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.

Brielle - Shnik |

OoT, Raheli's turn
Warband, Raheli's Ancient Black Dragon
Reveal Belt of Physical Might_C
Melee (Dexterity) 11: 1d8 + 2d4 + 7 ⇒ (1) + (1, 1) + 7 = 10 => failed
Really? Three ones?
Spend Hero Point to reroll
Melee (Dexterity) 11: 1d8 + 2d4 + 7 ⇒ (2) + (3, 2) + 7 = 14 => passed
Warband, Brielle's Ancient Black Dragon
Might as well not take any chances with this one
Discard Iron Shackles to evade

Koren the Paladin |

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Koren - MauveAvengr
Out of Turn Updates:
Turn: Turn 25 - The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hour Power: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. [/ooc]
SOT: Discard top card of deck due to Wounded. Discard Burst of Glory
Move: Move to Arsenal
Explore: Kazavon
CotCT
Story Bane 7
Type: Monster
Traits:
Dragon
Fighter
To Defeat:
Combat 30
THEN Combat 30
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
Raheli and Brielle must do Dexterity/Acrobatics 12 check or take 2d4 damage and suffer Wounded.
Dexterity 12: 1d4 ⇒ 2
Electricity damage: 2d4 ⇒ (1, 2) = 3
Bury the displayed Trifaccia's Mantle to reduce damage to 0.
For first combat, reveal Ashbringer to do Melee+1d10+3+1d8. Discard top card of deck to add 1d6+1. Blessing of Shizuru so recharged instead. Banish Burst of Glory to add 1d6 to all checks to defeat. Vulnerable to Slashing so add 4. Arsenal location power adds 1.
First Combat 30: 1d8 + 5 + 1d10 + 3 + 1d8 + 1d6 + 1 + 1d6 + 4 + 1 ⇒ (3) + 5 + (5) + 3 + (8) + (5) + 1 + (6) + 4 + 1 = 41
For second combat, reveal Ashbringer to do Melee+1d10+3+1d8. Discard top card of deck to add 1d6+1. The Empty Throne so recharged instead. Burst of Glory adds 1d6 to all checks to defeat. Vulnerable to Slashing so add 4. Arsenal location power adds 1.
Combat 30: 1d8 + 5 + 1d10 + 3 + 1d8 + 1d6 + 1 + 1d6 + 4 + 1 ⇒ (4) + 5 + (4) + 3 + (1) + (6) + 1 + (5) + 4 + 1 = 34
Count the 1 as a 6 -> 39. Then discard top card of deck. Discard Blessing of Tsukiyo
End Turn: Reset Hand.
Recovery:
-Burst of Glory: Divine 15: 1d8 + 6 ⇒ (8) + 6 = 14
[u]Summary[/u]:
Move: Library -> Arsenal
Acquired: N/a
Banished: Siege Deck Card 6: Kazavon
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): Raheli and Brielle must do Dex/Acro check or suffer damage and Wounded.
Hand: Thundering Earthbreaker (loot), Ashbringer (loot), Strength, Ring of Stony Flesh, Blessing of Iomedae, Blessing of the Father of Creation,
Displayed: Trifaccia's Mantle,
Deck: 9 Discard: 5 Buried: 1
Current Location: Arsenal
Hero Points: 6
Paizo Reroll: 7 - not used // Koren has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
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): Jorgenfist Spear, Adamantine Plate Armor, Grappler's Mask, Blessing of Angradd
Recharged: Kazavon's Shield (loot), Rhino Hide Armor, Mass Cure, Blessing of Shizuru, The Empty Throne (Harrow),
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.

BR eddiephlash |

Victory!
Development:
If you wanted to avoid ruling Korvosa for the rest of your natural born days, that was not the way to do it. The citizenry enshrines your names in the history books as dragonslayers. What the Esoteric Order of the Palatine Eye could not do, you have done.
When you have time, you will enjoy your victory. For now, Korvosa needs you.
Scenario Reward:
Acquired cards:
Trifaccia's Mantle (Armor 7)
The Real Rabbit Prince (Blessing 1)
It is unclear whether you get the boons remaining in locations or not. If so, they are:
Risibeth (Ally 5)
Venster Arabasti (Ally 6)
Stone-shard Breastplate (Armor 5)
Mantle of Life (Armor 5)
Brooch of Protection (Item 5)
Wyvern Poison (Item 5)
Fuse Grenade (Item 6)
Staff of Greater Healing (Item 6)
Corrosive Storm (Spell 6)
Fury's Trident (Weapon 6)
Keen Spiked Chain (Weapon 5)
Banudor (Weapon 5)
Commander's Falchion (Weapon 6)
If not, I have to pull random cards based on rolls so we get at least 1 per character.
Card types: 3d6 ⇒ (6, 5, 2) = 13 Blessing, Ally, Spell.
The Lucky Drunk (Blessing 3)
Formian Myrmidon (Ally 6)
Enhance (Spell 0)
To the discussion page!