
Brielle - Shnik |

Turn 22, Abadar's Law
Hour: On your check to close or to guard, add 1d4.
Explore => Vampire Spawn
Reveal Topaz of Strength, use Banner, bury Portable Ram to rage
Combat 15: 1d12 + 2d8 + 9 ⇒ (11) + (6, 6) + 9 = 32 => defeated, Portable Ram recharged
Discard Mattock for location power
End turn
Slaughterhouse card 2 explored
Hand: Topaz of Strength, Blessing of Gorum, Gambeson, Ausio Carowyn, Naginata,
Displayed: Armor of Insults_B,
Deck: 10 Discard: 5 Buried: 0
Hero Points: 2
"NOTES:
Available Support: Blessings as needed; Ausio for a great boon
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
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
You may bury a card from your hand to add 1d12 (☑+1) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 and the card’s traits.

Enora - Gimry |

========================
Enora starts her turn.
Hour: The Bear
Hour Power:On your Strength check, add 2.
Grab Cressida Kroft from the Base. Bury her and grab a new Attack Spell.
Grab a Spell 1: Frost Ray from the Box
Reset some cards in hand to try to get an Ally, but failed.
"
Hand: Force Missile, Sphere of Fire, Frost Ray (2), The Rakshasa, Blessing of the Spellbound, Blessing of the Spellbound (1),
Displayed: Trinia Sabor,
Deck: 9 Discard: 3 Buried: 1
Current Location: Barracks
Hero Points: 2
NOTES:
Available Support: Force Missile can add 2d4 to any combat check. Please Use.
Other: Paizo reroll used for scenario CoCT-2C?: N
Middle of Deck (Unknown Order): Bestiary of Garund, Codex, Chronicler, Electrified Web, Spellbook, Mind Thrust, Frost Ray, Fire Snake, Sage's Journal
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) 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.

JohnF-1017 Quinn |

The hour is Desna's Freedom - On each check, the first blessing played to bless may be played freely.
That's nice!
Start-of-turn 1: Reveal HH to examine top card of deck - The Mountain Man.
As this is almost certainly Quinn's last turn, discard a card (Helpful Haversack) to draw the card.
Start-of-turn 2: Examine top card of location - it's the henchman!
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
Before doing anything else (such as, say, exploring ...), Quinn will bury Amin Jalento to draw two new items.
He's in luck - the first one is an 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.
The second item is only an Item 0 (Horn of Battle Clarity), so Quinn decides to keep the Wand of Flame.
Quinn has found the henchman. He has an Ally in his hand, so if he chooses to explore (and if he defeats the henchman, of course) he could close the location and win. Are we ready to do that?
One local character would have to summon and encounter a Wight. Would somebody else like to take care of that? Quinn can almost certainly beat it, but he'd rather not risk getting drained.
One nice thing - the hour lets us play two blessings on any check.
Without a blessing, the Wand of Flame would be at 3d6+2, plus 2d4 from Enora's Force Missile.
That should be enough for a Combat 15 (the expected result would be 17.5), but adding two extra dice wouldn't be a bad plan.
@BR: If Quinn decides to use the Wand of Flame on the check, what die would a blessing add?
Pausing for consultation ...

Koren the Paladin |

Koren will go ahead and fight the Wight. Will banish Sanctuary to evade Wight. Since it is summoned, do not put it back in to location.

JohnF-1017 Quinn |

The consensus was that we're ready to go for the win.
Quinn explores, and encounters Rolth Lamm.
Koren steps up to take care of the summoned Wight, and Quinn points his newly-acquired Wand of Flame at the henchman.
Banner adds 1, Enora's Force Missile adds 2d4, and Koren adds 1d6+1. Quinn has two blessings in hand, and thanks to the hour can play both of them.
Combat 15: 3d6 + 2 + 1 + 2d4 + 1d6 + 1 + 2d6 ⇒ (3, 4, 5) + 2 + 1 + (3, 3) + (4) + 1 + (2, 6) = 34
The wand alone wouldn't have quite been enough, but any one of the assists would have sufficed. But there's no point in leaving dice unrolled ...
Quinn steps over the smoking pile of ash that was, until recently, Rolth Lamm, and looks around.
"Take care of the details, would you?" he says to his Quartermaster, who is waiting for instructions. "We're done here."
(Quartermaster banished to close the location, but he'll be back)
Not a bad turn - an Item 2 upgrade acquired, the final henchman defeated, and the location closed. Thanks, team!

BR eddiephlash |

Victory!
Development:
This was not what you expected to find inside a hospital. While the Gray Maidens protected them, the plague mask–wearing Queen’s Physicians were about some most horrible business.
Their experiments can only be described as gruesome. Certainly no one suffering from the plague had their condition improved by the doctors’ ministrations. The necromancer Rolth Lamm supervised the doctors’ work, operating on patients while they were still alive with no intent of saving them.
As the many prisoners—sorry, patients— succumbed to their infections, their bodies were disposed of in the most callous of manners, tossed to the sewers below. The head of the hospice, Doctor Davaulus, wasn’t trying to cure the plague; he was trying to spread it.
But what bothered you most was that Davaulus was willing to go to his doom protecting an even viler secret: what happened to those whose bodies overcame the plague. Now you must investigate the levels under the hospice, for there is even more gruesome work below.
Scenario Reward (if not replaying):
Acquired cards:
Magic Chain Shirt (Armor 1)
Armor of Insults (Armor 1)
Magic Leather Armor (Armor 1)
Incitation (Blessing 0)
Sands of the Hour (Blessing 0)
Wand of Flame (Item 2)
Elixir of Love (Item 0)
Elemental Treaty (Spell 1)
Frost Ray (Spell 1)
Kukri (Weapon 0)
Battleaxe (Weapon 0)
To the discussion page!

BR eddiephlash |

SCENARIO 2D: THE CULT OF URGATHOA
A wooden cargo lift ratchets downward from the Hospice of the Blessed Maiden above. You have defeated Doctor Davaulus and his murderous Queen’s Physicians, whose mission was to spread the plague among the citizenry of Korvosa. He went to his grave defending the access to the underground bunker, likely because he knew his complicity would have been punished by a swift swing from the Queen’s axe.
As you head into the depths, you start to put all of this together. A supposed plague ship is sunk before anyone can confirm whether the plague is onboard, and its slain captain bears a symbol of the dark goddess Urgathoa.
Wererats are framed by a mob. Vampire spawn roam the city due to an incursion of a more powerful undead force. A party of well-todo Korvosans catches the plague and then turns into zombies before anyone can figure out how. A Varisian musician disappears after evincing an immunity to the blood veil.
These seemed like unconnected threads. In the chaos of a plague zone, any number of disasters might befall the populace. But now, you’ve exposed the diseased vein at the heart of the conspiracy to kill Korvosa.
The Queen’s Physicians, protected by the Gray Maidens, roamed the streets claiming to work toward a cure, but instead recruited victims for their experiments. Its leader, a renowned healer, was unmasked as a spreader of disease and an ally to a necromancer. And now you, on the Queen’s instructions, are heading into a dank dungeon below the city streets.
Something tells you that you’d better be careful who you tell what you find down here.
LOCATIONS:
1 - Laboratory
1 - Lair
1 - Shrine
2 - Oubliette
3 - Pits
4 - Cell
5 - Dungeon
6 - Crypt
Story Banes
Danger: Blood Veil, Cultist
Villain: Lady Andaisin
Closing Henchmen: Leukodaemon, Vampire (Ramoska Arkminos), Cultists - Proxy A
DURING THIS SCENARIO:

BR eddiephlash |

Harrowing:
Koren -
CotCT Blessing 1
Traits: Harrow Suit: Shields Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore.
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: 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 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.
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.
======================
During This Adventure:
During This Scenario:
Danger: Blood Veil, Cultist (Randomly select one)
Villain: Lady Andaisin
Closing Henchman:
Additional Rules:
Blood Veil (Danger):
CotCT Story Bane 2
Type: Barrier
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
CotCT Story Bane 2
Type: Monster
Traits: Cleric Human
To Defeat: Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck. After acting, suffer the scourge Wounded.
Core Story Bane 2
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Scenario Level (#): 2
Turn: 0, Quinn/JohnF
Monsters
CotCT
Monster 2
Traits:
Barbarian
Orc
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
CotCT
Monster 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 10
THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Barriers
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Core
Barrier 0
Traits:
Fire
Obstacle
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Weapons
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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.
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Items
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
CotCT
Item 0
Traits:
Accessory
To Acquire:
Intelligence
Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Allies
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Location #7: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

JohnF-1017 Quinn |

(No changes to deck for this scenario; Quinn will again take Zellara's Harrow Deck)
Quinn will start at the Shrine (although he'll try to find the closing henchman and leave it for someone who has a better chance at the closing check). If he doesn't have reasonable scouting options, though, he may well move to the Laboratory, which he has a much better chance of closing.
Hand: Sai, Magic Leather Armor (Core), Helpful Haversack (Core), Masterwork Tools, Quartermaster, Shy Ratani, The Mountain Man,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Shrine
Hero Points: 2
Reroll Used: N
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+4 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): Sage's Journal (Core), Blessing of Abadar, Blessing of the Quartermaster, Troubadour (Core), Blessing of Kofusachi, Standard Bearer, Zellara's Harrow Deck, Investigator's Lamp, Chime of Unlocking, Gem of Mental Acuity, Deathbane Light Crossbow +1
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 +1
Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
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.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
Not a great hand for scouting, but at least Quinn has a weapon

Raheli - Chthonicthul |

Raheli descends into the underground maze, quickly finding herself in some sort of foul Laboratory.
Add Hypnotists' Locket to deck for previous scenario reward.
Hand: Blessing of Milani, Phoenix Staff, Cockroach Coat, Confusion, Codex, Flying Squirrel,
Displayed:
Deck: 13 Discard: 0 Buried: 0
"Current Location: Laboratory
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Blessing as needed.
Other: Dice Re-Roll Used for 2D?: 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 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.
Raheli will display Flying Squirrel at the beginning of the first round.

Enora - Gimry |

Starting at Pits
"
Hand: Sphere of Fire, Electrified Web, Sage's Journal, Bestiary of Garund, Chronicler, Blessing of the Spellbound,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Pits
Hero Points: 2
NOTES:
Available Support:
Other: Paizo reroll used for scenario CoCT-2D?: N
Middle of Deck (Unknown Order): Codex, Knock, Steal Book, Force Missile, Blessing of the Spellbound (1), Spellbook, The Rakshasa, Korvosan House Drake, Fire Snake, Frost Ray, Mind Thrust
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) 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.

Koren the Paladin |

Upgrade Blessing of the Samurai into Blessing of Sarenrae.
Koren will start with Quinn at the Shrine.
Hand: Shock Glaive +1, Magic Leather Armor, Wolfhide Armor, Incitation, Blessing of Tsukiyo,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Current Location: Shrine
Hero Points: 4
Paizo Reroll: Not Used
NOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> heal a random card
Recharge armor can reduce 2 damage (local only)Other: Hi I'm Koren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Weapon of Awe, Four-Mirror Armor, Strength, Katana +1, Sanctuary, Blessing of Cayden Cailean, Fortified Shell Armor, Blessing of Shax, Gem of Physical Prowess, Tripartite Spear +2, Banner, Blessing of Sarenrae, Tooled Crocodile Skin, Blessing of the Samurai, The Desert (Harrow), Battleaxe, Blessing of Iomedae
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.

Brielle - Shnik |

Ausio Carowyn lost Brielle's Camel in his mansion, so will accompany her to buy her a replacement. Loot Ausio replaces Camel for the scenario
As a show of good faith, (and since no one wants to be near an angry barbarian,) he already bought her a huge hammer. Earthbreaker_C replaces Naginata as deck upgrade
Brielle wants to get out of this sewer before lunch, so she heads straight for the cultists' purported lair. Start at Lair
Hand: Crowbar_C, Blessing of Achaekek, Mattock, Blessing of Gorum, Gem of Physical Prowess, Earthbreaker_C, The Tangled Briar_H,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
"NOTES:
Available Support: Blessings as needed; Ausio for a great boon
Movement: If closed: Cell
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
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
You may bury a card from your hand to add 1d12 (☑+1) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 and the card’s traits.

BR eddiephlash |

During This Adventure:
During This Scenario:
Danger: Blood Veil, Cultist (Randomly select one)
Villain: Lady Andaisin
Closing Henchman:
Additional Rules:
Blood Veil (Danger):
CotCT Story Bane 2
Type: Barrier
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
CotCT Story Bane 2
Type: Monster
Traits: Cleric Human
To Defeat: Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck. After acting, suffer the scourge Wounded.
Story Bane
Traits: Fiend Outsider
To Defeat: Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted. If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core Story Bane 2
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Scenario Level (#): 2
Turn: 1, Koren/MauveAvengr
Monsters
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 1
Traits:
Human
Rogue
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 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Barriers
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Weapons
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 0
Traits:
Chain
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Spells
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
CotCT
Item 0
Traits:
Accessory
Piercing
To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Allies
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
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.
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Hour Power: On your check against an Animal or Elemental card, add 1d4.
Current Hour:
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hours Remaining: 29
Hourglass
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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 Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
The Eclipse
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.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Chthonicthul, None
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/Shnik, None
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
CotCT
Story Bane 2
Type: Monster
Traits:
Fiend
Outsider
To Defeat:
Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
CotCT
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr, None
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Core
Blessing 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
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
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
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
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.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Enora/Gimry, None
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
CotCT
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #6: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Core
Monster 1
Traits:
Halfling
Wizard
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.
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.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Barrier 1
Traits:
Curse
Task
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.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Location #7: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 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
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
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
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Location #8: 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: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
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.
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
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: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

Koren the Paladin |

Turn Order: Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF
Out of Turn Updates: N/a
Turn: Turn 1 - Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hour Power: On your check against an Animal or Elemental card, add 1d4.
SOT: N/a
Move: Stay at Shrine
Explore: Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Reveal Shock Glaive +1 to do Melee+1d10+1
Combat 11: 1d8 + 4 + 1d10 + 1 ⇒ (8) + 4 + (1) + 1 = 14
Combat 11 Monster Reroll: 1d8 + 4 + 1d10 + 1 ⇒ (5) + 4 + (5) + 1 = 15
Defeated. Discard Blessing of Tsukiyo to explore again.
Explore 2: The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Melee 4+2=6: 1d8 + 4 ⇒ (6) + 4 = 10
Acquired!
End Turn: Reset hand.
Hand: Shock Glaive +1, Fortified Shell Armor, Wolfhide Armor, Blessing of Iomedae, The Rabbit Prince,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: Shrine
Hero Points: 4
Paizo Reroll: Not Used
NOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> heal a random card
Recharge armor can reduce 2 damage (local only)Other: Hi I'm Koren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Weapon of Awe, Sanctuary, Blessing of Sarenrae, Tooled Crocodile Skin, Blessing of the Samurai, Four-Mirror Armor, The Teamster (Harrow), Katana +1, Banner, Tripartite Spear +2, Gem of Physical Prowess, Strength, Blessing of Shax, Blessing of Cayden Cailean
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 |

Start of Turn 1: display Flying Squirrel
Turn 2: Raheli/Benefaction
Explore Laboratory Card #1: Flame Staff
Arcane 4 to acquire Flame Staff: 1d8 + 2 ⇒ (3) + 2 = 5 Acquired.
As she enters the laboratory, Raheli sees a pole leaning against a shelf. She grabs it to whack anything that gets in her way.
Discard The Desert to explore Laboratory Card #2: Spiked Volley
Disable 9 to defeat Spiked Volley, recharging Flame Staff to add d4: 1d10 + 2 + 2 + 1d4 ⇒ (3) + 2 + 2 + (2) = 9 Whew. Defeated.
Apparently the pole was connected to the tripwire for a trap that fires a series of darts, because that is indeed what happens next. Raheli hurls the pole in the way of the darts, and it blocks the ones that she cannot leap out of the way of. The witch recognizes how lucky she's just been, and resolves to be more careful.
Reset hand and end turn.
Hand: Blessing of Milani, Phoenix Staff, Cockroach Coat, Confusion, Codex,
Displayed: Flying Squirrel,
Deck: 13 Discard: 1 Buried: 0
"Current Location: Laboratory
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Blessing as needed.
Other: Dice Re-Roll Used for 2D?: 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 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.

Brielle - Shnik |

Turn 3, Benefaction
Hour: No effect.
Explore => Tangle of Debris
Reveal Crowbar_C, recharge Earthbreaker_C
Dexterity 5: 1d8 + 2d6 ⇒ (3) + (6, 5) = 14 => defeated
Discard Blessing of Gorum to explore => Throwing Axe
Melee 6: 1d8 + 5 ⇒ (5) + 5 = 10 => acquired
End turn
Lair cards 1&2 explored
Hand: Crowbar_C, Blessing of Achaekek, Mattock, Throwing Axe_B, Gem of Physical Prowess, The Tangled Briar_H,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 2
"NOTES:
Available Support: Blessings as needed; Ausio for a great boon
Movement: If closed: Cell
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
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
You may bury a card from your hand to add 1d12 (☑+1) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 and the card’s traits.

Enora - Gimry |

========================
Enora starts her turn.
Hour: The Queen Mother
Hour Power:Your Knowledge check is blessed.
As I search the Pits, I come across a suit of armor very near the edge of a pit.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Constitution 7: 1d6 + 1d4 + 1d8 ⇒ (2) + (2) + (4) = 8
Constitution - 1d6
Adventure Power - 1d4
Recharge Power = 1d8
Recharge Electrified Web to add 1d8 to acquire a Magic boon.
Discard Waxworks to explore again
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
As I finish donning my armor, a group of rather haughty nobles show up.
Diplomacy 8(6+2): 1d10 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9
Diplomacy - 1d10+2
Reveal Chronicler - 1d6
After a lengthy conversation, they offer a spell to me for the journey ahead.
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Wisdom 6: 1d6 ⇒ 2
They unfortunately offer me a rather useless divine spell.
Will recharge my Armor to prevent combat damage from the Location Power
"
Hand: Sphere of Fire, Mind Thrust, Sage's Journal, Bestiary of Garund, Chronicler, Blessing of the Spellbound,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Pits
Hero Points: 2
NOTES:
Other: Paizo reroll used for scenario CoCT-2D?: N
Middle of Deck (Unknown Order): Blessing of the Spellbound (1), Force Missile, The Rakshasa, Frost Ray, Codex, Steal Book, Spellbook, Fire Snake, Korvosan House Drake, Knock
Recharged: Electrified Web, Slick Leather,
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) 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.
End of Turn Summary:
Cleared top 2 cards of the Pits

JohnF-1017 Quinn |

The hour is Nethys's Duality - On your check against a spell, add 1d4
Start of Turn #1: Examine top of location -
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Hmm - not good. Would have to discard an Ally.
Start of Turn #2: Reveal HH to examine top of deck. It's the Investigator's Lamp!
Discard Masterwork Tools to draw Investigator's Lamp.
Recharge Investigator's Lamp to examine (and, importantly, re-arrange) the top three cards of the location.
The first is already known - the other two are Brawl (a barrier), and Embiggen (a spell).
Quinn has to encounter the Barrier. But first, Koren has to encounter it.
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Quinn chooses the Strength check (he can add 3 after the roll if necessary)
Constitution 4+#=6: 1d6 ⇒ 6 Passed!! - the barrier will be banished whether or not Koren had succeeded at the check, so Quinn can continue his turn.
If Quinn encounters the Traitor first, he stand a chance of losing Shy Ratani. He'd rather not do that! So he puts Embiggen back on top of the deck, with the Traitor as the second card.
Explore, encountering Embiggen
Discard Shy Ratani to add 1d8
Intelligence 8: 1d10 + 2 + 1d8 ⇒ (10) + 2 + (5) = 17 - Embiggen acquired!
Now discard Quartermaster to explore again, encountering the Traitor.
By now Quinn has no allies in his hand, so he can't discard one to make the check harder!
He will, as usual, ask Koren to discard a card to add 1d6+1
(reloading Helpful Haversack to use Knowledge + 1)
Combat 9+##=13: 1d10 + 4 + 1 + 1d4 + 1d6 + 1 ⇒ (5) + 4 + 1 + (3) + (1) + 1 = 15 The Traitor is defeated.
End turn.
Examine top of location - it's a
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Unfortunately it has a Trigger, so Quinn has to deal with it.
Fortunately he's quite good at this kind of thing! Once again asking for Koren's assistance:
Disable 9: 1d10 + 3 + 1d6 + 1 ⇒ (8) + 3 + (5) + 1 = 17 The Captive Horror is banished.
Now, where were we? Ah yes - Quinn was ending his turn
Quinn has acquired a nice Spell 2. If he uses it it will be banished, which we probably don't want to happen. He'll keep it in his hand for the moment - if anybody wants to take it let Quinn know
Reset, drawing Troubadour and Chime of Unlocking.
Hand: Sai, Embiggen, Helpful Haversack (Core), Chime of Unlocking, Troubadour (Core), The Mountain Man,
Displayed: Magic Leather Armor (Core),
Deck: 9 Discard: 3 Buried: 0
Current Location: Shrine
Hero Points: 2
Reroll Used: N
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+4 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): Standard Bearer, Gem of Mental Acuity, Blessing of Abadar, Sage's Journal (Core), Blessing of the Quartermaster, Deathbane Light Crossbow +1, Zellara's Harrow Deck, Blessing of Kofusachi
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 +1
Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
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.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
Turn Summary:
Two barriers and a monster defeated, a Spell 2 acquired.
Four cards (7-10) remaining in the Shrine
@Koren has to encounter the Brawl. Quinn also twice asked Koren for assistance.

Koren the Paladin |

Turn Order: Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF
Out of Turn Updates: Must encounter Brawl
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Melee 4+2=6: 1d8 + 4 ⇒ (1) + 4 = 5
Suffer 1+2=3 Combat damage. Reveal Fortified Shell Armor to reduce Combat damage by 2. Discard Wolfhide Armor as 1 damage.
On Quinn's turn, recharge Blessing of Cayden Cailean and discard Weapon of Awe
Turn: Turn 6 - 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.
Hour Power: No effect.
SOT: N/a
Move: Stay at Shrine
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.
Divine 3: 1d8 + 4 ⇒ (6) + 4 = 10
Acquired. Discard to examine then may explore[/b]
Examine/Explore 2: Lady Andaisin
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
[ooc]Will wait on discussion to see if we're ready.

Koren the Paladin |

Will end turn here
Hand: Shock Glaive +1, Fortified Shell Armor, Gem of Physical Prowess, Blessing of Iomedae, The Rabbit Prince,
Displayed:
Deck: 12 Discard: 4 Buried: 0
Current Location: Shrine
Hero Points: 4
Paizo Reroll: Not Used
NOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> heal a random card
Recharge armor can reduce 2 damage (local only)
Blessings
Other: Hi I'm Koren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Tripartite Spear +2, Sanctuary, Katana +1, Tooled Crocodile Skin, Blessing of Sarenrae, Blessing of Shax, The Teamster (Harrow), Banner, Four-Mirror Armor, Strength, Blessing of the Samurai
Recharged: Blessing of Cayden Cailean,
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 |

Just correcting a couple of minor errors in Quinn's last move (nothing that affects the outcome).
1) Although I said Quinn was making a "Strength" check, it says "Constitution" in the dice expression. That's because I was originally intending to make it a Constitution check to get the benefit of the extra d4, but then noticed that Quinn's Harrow blessing can add 3, post roll. While adding 3 is only a little better than adding 1d4, every little bit helps! (As both skills are 1d6, and I rolled a 6 on the die, it made no real difference)
2) I forgot to include the hour power to add another d4 to the check to acquire Embiggen. I had every intention of using it, but when it came to type up the move I forgot to add it to the dice expression. As just Quinn's intelligence die roll (even with no modifiers) was more than enough, there was no difference to the result.

BR eddiephlash |

During This Adventure:
During This Scenario:
Danger: Blood Veil, Cultist (Randomly select one)
Villain: Lady Andaisin
Closing Henchman:
Additional Rules:
Blood Veil (Danger):
CotCT Story Bane 2
Type: Barrier
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
CotCT Story Bane 2
Type: Monster
Traits: Cleric Human
To Defeat: Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck. After acting, suffer the scourge Wounded.
Story Bane
Traits: Fiend Outsider
To Defeat: Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted. If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core Story Bane 2
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Scenario Level (#): 2
Turn: 7, Raheli/Chthonicthul
Monsters
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
CotCT
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Barriers
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Weapons
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spells
Core
Spell 0
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Items
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Allies
CotCT
Ally 2
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Blessings
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Core
Blessing 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: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: 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.
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.
Hour Power: On your check to close or to guard, add 1d4.
Current Hour:
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.
Hours Remaining: 23
Hourglass
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
The Eclipse
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.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
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.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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 Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Chthonicthul, None
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/Shnik, None
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
CotCT
Story Bane 2
Type: Monster
Traits:
Fiend
Outsider
To Defeat:
Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
CotCT
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr, None
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
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
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
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.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Enora/Gimry, None
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
CotCT
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #6: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Core
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.
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.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Location #7: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 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
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
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
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Location #8: 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: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
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.
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
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: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

Raheli - Chthonicthul |

Turn 7: Raheli/Abadar's Law
Explore Laboratory Card #1: Dire Badger
Perception 6 to defeat Dire Badger, recharging Cockroach Coat and Codex to add 2d4 + 1: 1d4 + 1d4 + 1d4 + 1 ⇒ (1) + (1) + (3) + 1 = 6 [ooc]Defeated; banished
Raheli moves around the laboratory, investigating all the apparatus. It's all mystifying to her - she's not much of one for science - but she is particularly interested in a series of cages in the back of the room in which a number of starving-looking animals are lying in their own filth. No creature deserves such treatment, she muses, and she unlocks the doors to the cages one by one. The last cage contains a large badger, which takes the opportunity to launch itself at the witch! She barely manages to leap out of the way. As it charges a second time, she sidesteps quickly, and then her hair traps the creature under a basket which had previously contained tools. She drops a few heavy items on top of the makeshift cage for good measure.
Reset hand and end turn.
Hand: Blessing of Milani, Phoenix Staff, Dreamcatcher, Confusion, Amulet of Life,
Displayed: Flying Squirrel,
Deck: 13 Discard: 1 Buried: 0
"Current Location: Laboratory
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Blessing as needed.
Other: Dice Re-Roll Used for 2D?: 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 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.

Brielle - Shnik |

Turn 8, The Mute Hag
Hour: At the start of your turn, summon and encounter a spell.
SoT, summon random spell #1 => Confusion
Intelligence 6: 1d6 ⇒ 3 => failed
Explore => Vampiric Mist
BA, no ally to discard
Discard top of deck: 1d4 ⇒ 4 => Blessing of the Samurai 2, Greatclub +1, Gambeson, Blessing of the Samurai 1
Well that was painful.
Reveal Gem of Physical Prowess, bury Throwing Axe_B to rage
Combat 12: 1d12 + 2d8 + 8 ⇒ (4) + (7, 4) + 8 = 23 => defeated, Throwing Axe_B recharged
End turn
Lair card 1 explored, random spell 1 summoned
Hand: Crowbar_C, Blessing of Achaekek, Mattock, Topaz of Strength, Gem of Physical Prowess, The Tangled Briar_H,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 2
"NOTES:
Available Support: Blessings as needed; Ausio for a great boon
Movement: If closed: Cell
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
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
You may bury a card from your hand to add 1d12 (☑+1) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 and the card’s traits.

Enora - Gimry |

========================
Enora starts her turn.
Hour:Benefaction
Hour Power:No effect.
Continuing to explore the Pits, I find a scroll container in the corner.
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
Arcane 9: 1d10 + 3 + 1d10 ⇒ (7) + 3 + (1) = 11
Arcane - 1d10+3
Blessed - 1d10
Hand: Sphere of Fire, Mind Thrust, Heat Metal, Sage's Journal, Bestiary of Garund, Chronicler,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Current Location: Pits
Hero Points: 2
NOTES:
Other: Paizo reroll used for scenario CoCT-2D?: N
Middle of Deck (Unknown Order): Spellbook, Fire Snake, Frost Ray, Codex, Steal Book, Knock, The Rakshasa, Blessing of the Spellbound (1), Force Missile, Korvosan House Drake
Recharged: Electrified Web, Slick Leather, Blessing of the Spellbound,
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) 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.

BR eddiephlash |

During This Adventure:
During This Scenario:
Danger: Blood Veil, Cultist (Randomly select one)
Villain: Lady Andaisin
Closing Henchman:
Additional Rules:
Blood Veil (Danger):
CotCT Story Bane 2
Type: Barrier
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
CotCT Story Bane 2
Type: Monster
Traits: Cleric Human
To Defeat: Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck. After acting, suffer the scourge Wounded.
Story Bane
Traits: Fiend Outsider
To Defeat: Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted. If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core Story Bane 2
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Scenario Level (#): 2
Turn: 10, Quinn/JohnF
Monsters
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
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 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
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:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
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
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Weapons
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Spells
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Armors
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Allies
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 1
Traits:
Human
Rogue
To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Blessings
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 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hour Power: All damage is Mental damage that cannot be reduced.
Current Hour:
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.
Hours Remaining: 20
Hourglass
The Eclipse
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.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
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.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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 Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Location #1: 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: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Chthonicthul, None
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/Shnik, None
CotCT
Story Bane 2
Type: Monster
Traits:
Fiend
Outsider
To Defeat:
Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
CotCT
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr, None
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
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
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
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.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Enora/Gimry, None
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #6: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Core
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.
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.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Location #7: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 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
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
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
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Location #8: 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: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
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.
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
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: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

JohnF-1017 Quinn |

The hour is The Carnival - All damage is Mental damage that cannot be reduced.
Not good
Start of turn: Reveal HH to examine top of deck - Blessing of the Quartermaster. Hmmm. Discard Troubador to draw it.
Quinn needs to move somewhere. The unexplored locations are the Oubliette, the Cell, and the Dungeons. None of those look particularly tempting. The Pits still contains two items, so even though Enora is there it looks like a good option - there's no real reason to spread out yet, as we know where the villain is!
Move to The Pits and explore - Foes On All Sides
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.
Quinn and Enora each have to summon and encounter the Danger, with the difficulty increased by #.
Danger: 1d2 ⇒ 1 - Blood Veil.
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.
As Quinn really wants to defeat this by at least 4, recharge Blessing of the Quartermaster to bless, and bury an Item (Chime of Unlocking) to add his Perception
Knowledge 6+2=8: 2d10 + 4 + 1d8 + 2 ⇒ (1, 4) + 4 + (2) + 2 = 13 Phew!
That was far too close for comfort, but at least the Blood Veil is defeated, so Foes on All Sides will also be defeated.
As he's rapidly running out of cards Quinn decides to end his turn while he's ahead (or, at least, still breathing).
End of turn: Examine top of location - Proxy A (Cultist).
Reset, drawing Blessing of Abadar & Zellara's Harrow Deck.
Hand: Sai, Embiggen, Helpful Haversack (Core), Zellara's Harrow Deck, Blessing of Abadar, The Mountain Man,
Displayed: Magic Leather Armor (Core),
Deck: 7 Discard: 4 Buried: 1
Current Location: Pits
Hero Points: 2
Reroll Used: N
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+4 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): Deathbane Light Crossbow +1, Gem of Mental Acuity, Blessing of Kofusachi, Sage's Journal (Core), Standard Bearer
Recharged: Investigator's Lamp, 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 +1
Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
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.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

Enora - Gimry |

Off turn encounter.
As I am studying my new spell, Quinn comes running over warning of a strange mist permeating through the Pits.
Random Danger: 1d2 ⇒ 1 - Blood Veil
CotCT Story Bane 2
Barrier 2
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.
Knowledge 8(6+2): 1d10 + 4 + 1d4 + 1d6 ⇒ (9) + 4 + (2) + (1) = 16
Knowledge - 1d10+4
Sage's Journal - 1d4
Chronicler - 1d6
Reveal Beastiary of Garund which allows me to reveal Chronicler

BR eddiephlash |

During This Adventure:
During This Scenario:
Danger: Blood Veil, Cultist (Randomly select one)
Villain: Lady Andaisin
Closing Henchman:
Additional Rules:
Blood Veil (Danger):
CotCT Story Bane 2
Type: Barrier
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
CotCT Story Bane 2
Type: Monster
Traits: Cleric Human
To Defeat: Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck. After acting, suffer the scourge Wounded.
Story Bane
Traits: Fiend Outsider
To Defeat: Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted. If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core Story Bane 2
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Scenario Level (#): 2
Turn: 11, Koren/MauveAvengr
Monsters
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Barriers
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 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Weapons
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Spells
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* 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 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Items
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Allies
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 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: On your Intelligence or Wisdom check, the difficulty is increased by 3.
Current Hour:
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.
Hours Remaining: 19
Hourglass
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
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.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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 Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Location #1: 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: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Chthonicthul, None
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/Shnik, None
CotCT
Story Bane 2
Type: Monster
Traits:
Fiend
Outsider
To Defeat:
Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
CotCT
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Koren/MauveAvengr, None
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
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
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
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.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Enora/Gimry, Quinn/JohnF, Proxy A: Cultist
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #6: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Core
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.
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.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Location #7: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 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
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
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
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Location #8: 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: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
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.
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
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: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

Koren the Paladin |

Turn Order: Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF
Out of Turn Updates: N/a
Turn: Turn 11 - The Eclipse
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.
Hour Power: On your Intelligence or Wisdom check, the difficulty is increased by 3.
SOT: N/a
Move: Move to Pits
Explore: Henchman Proxy A4
Core
Story Bane 1
Type:
Monster
Traits:
Cultist
Human
Veteran
To Defeat:
Combat 10+## OR
Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Will reveal Shock Glaive +1 to do Melee+1d10+1. Discard The Rabbit Prince to bless. Reroll the highest value.
Combat 10+2+2=14: 2d8 + 4 + 1d10 + 1 ⇒ (7, 5) + 4 + (5) + 1 = 22 Must reroll the 7
Combat 14: 1d8 + 5 + 4 + 5 + 1 ⇒ (6) + 5 + 4 + 5 + 1 = 21
Cultist is defeated. Draw Blessing of the Samurai, Sanctuary, and Blessing of Sarenrae. Will then shuffle deck. Enora and Quinn must move. Koren will move with Quinn.
End Turn: Reset hand
Hand: Strength, Four-Mirror Armor, Blessing of Sarenrae, The Teamster (Harrow), Blessing of the Samurai,
Displayed:
Deck: 11 Discard: 5 Buried: 0
Current Location: Shrine
Hero Points: 4
Paizo Reroll: Not Used
NOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> heal a random card
Recharge armor can reduce 2 damage (local only)
Blessings
Other: Hi I'm Koren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of Shax, Sanctuary, Fortified Shell Armor, Blessing of Iomedae, Shock Glaive +1, Tooled Crocodile Skin, Blessing of Cayden Cailean, Tripartite Spear +2, Katana +1, Gem of Physical Prowess, Banner
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.

Koren the Paladin |

Forgot to do Scenario Power. Suit adds 1d4 to Constitution checks. Had Fortified Shell Armor in hand which adds 2 to Constitution/Fortitude checks.
Fortitude 5: 1d6 + 2 + 1d4 + 2 ⇒ (2) + 2 + (2) + 2 = 8

Raheli - Chthonicthul |

Turn 12: Raheli/The Foreign Trader
Explore Laboratory Card #1: Vampire
Combat 14 for 1st check to defeat Vampire, recharging Confusion to use Dex + 1d8 and Amulet of Life to add d4: 1d10 + 2 + 1d8 + 1d4 ⇒ (10) + 2 + (7) + (4) = 23 Defeated
Combat 14 for 2nd check to defeat Vampire, recharging Phoenix Staff to use Dex + 1d8 and Dreamcatcher to add d4 + 2: 1d10 + 2 + 1d8 + 1d4 + 2 ⇒ (7) + 2 + (5) + (2) + 2 = 18 Defeated
Raheli wasn't exactly expecting a vampire to be the defender in this bizarre laboratory, although she wasn't exactly surprised either. Either way, the svelte bastard went down without a whimper.
Intelligence 7 to close Laboratory, discarding Blessing of Milani: 1d8 + 1d8 ⇒ (8) + (4) = 12 Closed.
Move to Cell. Reset hand and end turn.
Hand: Frostbite, Grounding Staff, Blessing of Cayden Cailean, Fox, Crow,
Displayed: Flying Squirrel,
Deck: 12 Discard: 2 Buried: 0
"Current Location: Cell
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Blessing as needed.
Other: Dice Re-Roll Used for 2D?: 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 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.

Raheli - Chthonicthul |

EDIT: as pointed out to me, when closing Laboratory permanently, summon 3 spells and encounter 1 of them; banish the others.
Summon: Deflect, Good Omen and Enlarge. Encounter Enlarge.
Arcane 9 to acquire Enlarge: 1d10 + 2 ⇒ (9) + 2 = 11 Hey, got me a Spell 2! Nice.
Amended hand:
Hand: Frostbite, Grounding Staff, Blessing of Cayden Cailean, Fox, Enlarge (acquired),
Displayed: Flying Squirrel,
Deck: 13 Discard: 2 Buried: 0
"Current Location: Cell
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Blessing as needed.
Other: Dice Re-Roll Used for 2D?: 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 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.

Brielle - Shnik |

Turn 13, Torag's Power
Hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Explore => Leukodaemon (Henchman)
BA, recharge Topaz of Strength, Koren discards Blessing of Sarenrae
Dexterity 6: 2d8 ⇒ (7, 2) = 9 => passed
Reveal Gem of Physical Prowess, recharge Blessing of Achaekek (Hour), bury Mattock to rage
Combat 16: 1d12 + 4d8 + 8 ⇒ (8) + (5, 4, 7, 2) + 8 = 34 => defeated, Mattock recharged
Closing time
Melee 7: 1d8 + 5 ⇒ (5) + 5 = 10 => passed
Lair closed!
Move to Cell
With a gem in each hand, Brielle bashes the demon. She sees Raheli get locked in a cell, and goes to help her.
End turn
Lair closed
Hand: Crowbar_C, Quartermaster, Shock Glaive +1, Blessing of Shax, Gem of Physical Prowess, The Tangled Briar_H,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 2
"NOTES:
Available Support: Blessings as needed; Ausio for a great boon
Movement: If closed: Dungeons
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
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
You may bury a card from your hand to add 1d12 (☑+1) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 and the card’s traits.

Enora - Gimry |

========================
Enora starts her turn.
Hour: The Crows
Hour Power:When you would bury a boon, succeed at its check to acquire or banish it instead.
As I make my way through the Dungeons, I come face to face with a devil.
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Sensing the evil within the devil, I call Koren over for their insights.
Arcane 9: 1d10 + 3 + 1d4 + 1d6 + 1 ⇒ (3) + 3 + (1) + (4) + 1 = 12
Arcane - 1d10+3
Sage's Journal - 1d4
Korens Aid - 1d6+1
"
Hand: Sphere of Fire, Mind Thrust, Heat Metal, Sage's Journal, Bestiary of Garund, Chronicler,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Current Location: Pits
Hero Points: 2
NOTES:
Other: Paizo reroll used for scenario CoCT-2D?: N
Middle of Deck (Unknown Order): Knock, Fire Snake, Blessing of the Spellbound (1), Spellbook, Force Missile, The Rakshasa, Codex, Korvosan House Drake, Frost Ray, Steal Book
Recharged: Electrified Web, Slick Leather, Blessing of the Spellbound,
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) 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.

BR eddiephlash |

During This Adventure:
During This Scenario:
Danger: Blood Veil, Cultist (Randomly select one)
Villain: Lady Andaisin
Closing Henchman:
Additional Rules:
Blood Veil (Danger):
CotCT Story Bane 2
Type: Barrier
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
CotCT Story Bane 2
Type: Monster
Traits: Cleric Human
To Defeat: Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck. After acting, suffer the scourge Wounded.
Story Bane
Traits: Fiend Outsider
To Defeat: Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted. If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core Story Bane 2
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Scenario Level (#): 2
Turn: 15, Quinn/JohnF
Monsters
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Barriers
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Weapons
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Spells
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
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
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armors
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Allies
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Blessings
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:
BanishABoon 5+#
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.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hours Remaining: 15
Hourglass
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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 Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lady Andaisin (Villain)
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
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
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
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.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #6: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Raheli/Chthonicthul, Brielle/Shnik, None
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Core
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.
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.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Location #7: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Enora/Gimry, Quinn/JohnF, Koren/MauveAvengr, None
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 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
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
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
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Location #8: 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: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
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.
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
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: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

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The hour is The Avalanche - When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
Start of Turn: Reveal HH to examine top of deck - Blessing of Kofusachi. Reload.
Start of Turn: Examine top of location - Circlet of Mental Acuity (an Item 2).
Give a card (Embiggen) to Enora.
Explore, encountering Circlet.
Asking Koren for a discard for 1d6+1
Intelligence 11: 1d10 + 2 + 1d6 + 1 ⇒ (8) + 2 + (2) + 1 = 13 Acquired.
My only way of getting a second explore would be to use my Harrow, which I plan to use to heal an Ally. This is not a good time to do that, as it would shuffle my deck (which currently has my Blessing of Kofusachi as the top card)
Reload Zerllara's Harrow deck to examine top three cards of deck:
Zellara's Harrow Deck, Blessing of Kofusaschi, and Standard Bearer.
Replace with Blessing of Kofusachi on top, then Zellara's Harrow Deck, then Standard Bearer.
End turn.
End of turn: Examine top of location - Standard Bearer (another one?)
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Reset, drawing Blessing of Kofusachi.
Hand: Sai, Circlet of Mental Acuity, Helpful Haversack (Core), Blessing of Kofusachi, Blessing of Abadar, The Mountain Man,
Displayed: Magic Leather Armor (Core),
Deck: 7 Discard: 4 Buried: 1
Current Location: Dungeon
Hero Points: 2
Reroll Used: N
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+4 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): Gem of Mental Acuity, Deathbane Light Crossbow +1, Sage's Journal (Core)
Recharged: Investigator's Lamp, 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 +1
Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
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.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

BR eddiephlash |

During This Adventure:
During This Scenario:
Danger: Blood Veil, Cultist (Randomly select one)
Villain: Lady Andaisin
Closing Henchman:
Additional Rules:
Blood Veil (Danger):
CotCT Story Bane 2
Type: Barrier
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
CotCT Story Bane 2
Type: Monster
Traits: Cleric Human
To Defeat: Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck. After acting, suffer the scourge Wounded.
Story Bane
Traits: Fiend Outsider
To Defeat: Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted. If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core Story Bane 2
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Scenario Level (#): 2
Turn: 16, Koren/MauveAvengr
Monsters
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
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.
Barriers
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
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
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:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Weapons
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Mace
Melee
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Spells
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Allies
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 0
Traits:
Arcanist
Human
Harrow
To Acquire:
Charisma
Diplomacy 6
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
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 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.
Current Hour:
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.
Hours Remaining: 14
Hourglass
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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 Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lady Andaisin (Villain)
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
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
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
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.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #6: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Raheli/Chthonicthul, Brielle/Shnik, None
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Core
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.
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.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Location #7: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Enora/Gimry, Quinn/JohnF, Koren/MauveAvengr, None
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 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
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
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
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Location #8: 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: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
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.
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
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: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

Koren the Paladin |

Turn Order: Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF
Out of Turn Updates: Discard Blessing of Sarenrae on Brielle's turn to bless. Then using power on Enora and Quinn's turn. Recharge Blessing of Cayden Cailean and Tooled Crocodile Skin to add to two checks.
Turn: Turn 16 - 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.
Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.
SOT: N/a
Move: Stay at Dungeons
Explore: Standard Bearer
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Melee 6: 1d8 + 4 ⇒ (1) + 4 = 5
Not acquired. Discard Blessing of the Samurai to explore again.
Explore 2: Haunt
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.
Divine 6+2=8: 1d8 + 4 ⇒ (4) + 4 = 8
Just defeated!
End Turn: Reset hand
Hand: Strength, Sanctuary, Four-Mirror Armor, Gem of Physical Prowess, The Teamster (Harrow),
Displayed:
Deck: 9 Discard: 7 Buried: 0
Current Location: Dungeons
Hero Points: 4
Paizo Reroll: Not Used
NOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> heal a random card
Recharge armor can reduce 2 damage (local only)
Blessings
Sanctuary: local evade
Other: Hi I'm Koren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Tripartite Spear +2, Katana +1, Banner, Fortified Shell Armor, Blessing of Iomedae, Blessing of Shax, Shock Glaive +1
Recharged: Blessing of Cayden Cailean, Tooled Crocodile Skin,
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 |

Just before Koren officially ends her turn, Quinn will:
1) Discard his blessing of Kofusachi to search his deck for his Investigator's Lamp and draw it.
(this will shuffle his deck, but that was probably going to happen anyway)
2) Recharge his Investigator's lamp to examine the top 3 cards of his location.
They are: Trapped Chest (a barrier), a Henchman Proxy A, and Sands of the Hour.
(I'm not exactly sure of the timing, but at some point Quinn also gets to heal 1d4 - 1 ⇒ (3) - 1 = 2 cards)
Quinn has to encounter the barrier.
Bury circlet to add Quinn's perception.
Disable 7+#=9: 1d10 + 3 + 1d8 + 2 ⇒ (9) + 3 + (5) + 2 = 19 Well and truly defeated!
Quinn chooses to summon and encounter an item - Spider Venom
It's only an Item 0, so it's not worth spending any resources.
Intelligence 6: 1d10 + 2 ⇒ (9) + 2 = 11 Acquired.
Quinn will replace the henchman and the blessing on the top of the location. He will put the henchman on top unless anyone else objects.
That's all, folks! Carry on!
Hand: Sai, Helpful Haversack (Core), Spider Venom, Blessing of Abadar, The Mountain Man,
Displayed: Magic Leather Armor (Core),
Deck: 9 Discard: 3 Buried: 2
Current Location: Dungeon
Hero Points: 2
Reroll Used: N
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+4 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): Blessing of Kofusachi, Deathbane Light Crossbow +1, Gem of Mental Acuity, Shy Ratani, Standard Bearer, Blessing of the Quartermaster, Sage's Journal (Core), Zellara's Harrow Deck
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 +1
Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
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.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

Raheli - Chthonicthul |

Turn 17: Raheli/Irori's Mastery
Explore Cell Card #1: Korvosan Guard
Charisma 6 to acquire Korvosan Guard: 1d6 ⇒ 4 [ooc]Failure; banished.
Discard Fox to explore Cell Card #2: The Tyrant
Charisma 6 to acquire The Tyrant: 1d6 ⇒ 1 Failure; banished.
Raheli and Brielle head into the cells. They pass a guard, who weirdly won't even give them the time of day. Raheli sends up a quick prayer to ask the gods to bless them in this dark place, but gets no sense of a response.
Reset hand and end turn.
Hand: Frostbite, Grounding Staff, Blessing of Cayden Cailean, Enlarge (acquired), Hypnotist's Locket,
Displayed: Flying Squirrel,
Deck: 12 Discard: 3 Buried: 0
"Current Location: Cell
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Blessing as needed.
Other: Dice Re-Roll Used for 2D?: 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 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.

Brielle - Shnik |

Turn 18, Iomedae's Justice
Hour: On your check against an Outsider card, add 1d4.
Explore => Henchman Proxy A2 (Cultist)
Reveal Shock Glaive +1, bury Quartermaster to rage
Combat 14: 1d12 + 1d10 + 1d8 + 7 ⇒ (5) + (4) + (4) + 7 = 20 => defeated, Quartermaster recharged
AA (scenario), Constitution 5: 1d8 + 1d4 ⇒ (1) + (2) = 3 => failed, suffer Plagued
Closing time
Reveal Crowbar_C, bury Crowbar_C to rage
Strength 8: 1d12 + 2d8 + 3 ⇒ (11) + (8, 2) + 3 = 24 => passed, Crowbar_C recharged
Cell closed!
WPC, draw random ally 1 => Giant Slug
Move to Oubliette; Raheli must move
End turn
Plagued, Constitution 5 (10): 1d8 + 1d4 ⇒ (6) + (4) = 10 => cured!
Well that was unexpected!
While Raheli is busy praying, Brielle cuts a cult member down and rips open the cell door, freeing a weird slug. Brielle starts coughing a bit, but it quickly fades. Must have been nothing.
Cell closed, random ally 1 used
Hand: Giant Slug_B, Ausio Carowyn, Shock Glaive +1, Blessing of Shax, Gem of Physical Prowess, The Tangled Briar_H,
Displayed:
Deck: 9 Discard: 5 Buried: 0
Hero Points: 2
"NOTES:
Available Support: Blessings as needed; Ausio for a great boon; Slug for local combat
Movement: If closed: Shrine
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
Proficiencies:
Light Armors, ☐ Heavy Armors, Weapons
Powers:
You may bury a card from your hand to add 1d12 (☑+1) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 and the card’s traits.

Enora - Gimry |

========================
Enora starts her turn.
Hour: The Vision
Hour Power:At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Examine top card of Location which should be the Cultist, so no encounter
As Quinn and Koren arrive at the Dungeons, Quinn informs me that he found one of the guards around the corner.
I quickly begin to freeze my hands as we turn the corner and come face to face with the guard.
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
"We can do this the easy way, or the hard way." I smile wryly at the cultist in front of me as I raise my hands now covered in ice.
From my side, my Chronicler steps up and chimes in. "I've seen her do it, buddy. I would go ahead and drop those weapons and get outta dodge."
Diplomacy 10(8+2): 1d10 + 2 + 1d6 + 1d4 ⇒ (7) + 2 + (3) + (3) = 15
Diplomacy - 1d10+2
Chronicler - 1d6
Bestiary of Garund - 1d4
Heading our wise words, the cultist drops his weapons and runs off in the other direction.
Close(1-BP, 2-Cultist): 1d2 ⇒ 2
As one cultist runs off, another comes to see what the ruckus is about.
Diplomacy 10(8+2): 1d10 + 2 + 1d6 + 1d4 ⇒ (5) + 2 + (3) + (1) = 11
Diplomacy - 1d10+2
Chronicler - 1d6
Bestiary of Garund - 1d4
I slowly raise my frozen hands and smile. Seeing his buddy running away and my hands ready to strike, he thinks better of things and runs off after his buddy.
As the Cultists turn tail to run, I turn to Quinn.
"I think our work here is done, Investigator Quinn. To the Oubilette?"
Put the con Rolls here at the end so it doesn't mess up the previously rolled numbers for my other checks.
Constitution 5: 1d6 + 1d4 ⇒ (1) + (4) = 5
Constitution - 1d6
Adventure Power - 1d4
Constitution 5: 1d6 + 1d4 ⇒ (4) + (1) = 5
Constitution - 1d6
Adventure Power - 1d4
OK. That's better/
"
Hand: Sphere of Fire, Mind Thrust, Heat Metal, Sage's Journal, Bestiary of Garund, Chronicler,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Current Location: Pits
Hero Points: 2
NOTES:
Other: Paizo reroll used for scenario CoCT-2D?: Y
Middle of Deck (Unknown Order): Blessing of the Spellbound (1), Fire Snake, Korvosan House Drake, Frost Ray, Steal Book, Force Missile, Spellbook, Codex, The Rakshasa, Knock
Recharged: Electrified Web, Slick Leather, Blessing of the Spellbound,
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) 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.

JohnF-1017 Quinn |

The hour is Sands of the Hour - no effect.
Start of turn: Reveal HH to examine top of deck - Gem of Mental Acuity. Recharge.
Start of turn: Examine top of location - Diseased Rats
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Using Sai; reload Helpful Haversack to use Knowledge+1.
Discard Blessing of Abadar to bless; ask Koren for the usual 1d6+1.
Combat 13(17): 2d10 + 4 + 1 + 1d4 + 1d6 + 1 ⇒ (1, 7) + 4 + 1 + (3) + (1) + 1 = 18 Rats are defeated.
End turn.
Examine top of location - Wolf Pack (Monster 2)
Reset, drawing Helpful Haversack, Sage's Journal, and Blessing of the Quartermaster.
Hand: Sai, Helpful Haversack (Core), Spider Venom, Sage's Journal (Core), Blessing of the Quartermaster, The Mountain Man,
Displayed: Magic Leather Armor (Core),
Deck: 7 Discard: 4 Buried: 2
Current Location: Oubliette
Hero Points: 2
Reroll Used: N
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+4 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): Blessing of Kofusachi, Standard Bearer, Zellara's Harrow Deck, Deathbane Light Crossbow +1, Shy Ratani, Investigator's Lamp
Recharged: Gem of Mental Acuity,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1
Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
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.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

BR eddiephlash |

During This Adventure:
During This Scenario:
Danger: Blood Veil, Cultist (Randomly select one)
Villain: Lady Andaisin
Closing Henchman:
Additional Rules:
Blood Veil (Danger):
CotCT Story Bane 2
Type: Barrier
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
CotCT Story Bane 2
Type: Monster
Traits: Cleric Human
To Defeat: Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck. After acting, suffer the scourge Wounded.
Story Bane
Traits: Fiend Outsider
To Defeat: Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted. If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Core Story Bane 2
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Scenario Level (#): 2
Turn: 21, Koren/MauveAvengr
Monsters
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
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 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
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.
Barriers
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
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.
Weapons
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Mace
Melee
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
CotCT
Weapon 0
Traits:
Bludgeoning
Finesse
Melee
Staff
To Acquire:
Strength
Melee
Stealth 6
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Spells
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Allies
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Ally 0
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Blessings
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 1
Traits:
Deity: 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
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.
Hour Power: No effect.
Current Hour:
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hours Remaining: 9
Hourglass
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lady Andaisin (Villain)
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raheli/Chthonicthul, Brielle/Shnik, Enora/Gimry, Quinn/JohnF, Koren/MauveAvengr, Wolf Pack
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
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
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
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.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Location #8: 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: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
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.
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
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: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

Koren the Paladin |

Turn Order: Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF
Out of Turn Updates: Discard Tripartite Spear +1 from deck on Quinn's turn.
Turn: Turn 21 - 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.
Hour Power: No effect.
SOT: N/a
Move: Stay at Oubliette
Explore: Choose not to explore. Will get ready for support.
End Turn: Reset hand. Discard Sanctuary
Hand: Shock Glaive +1, Strength, Four-Mirror Armor, Gem of Physical Prowess, The Teamster (Harrow),
Displayed:
Deck: 8 Discard: 8 Buried: 0
Current Location: Oubliette
Hero Points: 4
Paizo Reroll: Not Used
NOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> heal a random card
Recharge armor can reduce 2 damage (local only)
Blessings
Sanctuary: local evade
Other: Hi I'm Koren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Fortified Shell Armor, Sanctuary, Katana +1, Blessing of Shax, Blessing of Iomedae, Banner
Recharged: Blessing of Cayden Cailean, Tooled Crocodile Skin,
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 22: Raheli/The Cricket
Explore Oubliette Card #1: Wolf Pack
Will fight both.
Combat 11 to defeat first Wolf Pack, recharging Enlarge to use Dexterity plus d8 and recharging Grounding Staff to add d4: 1d10 + 2 + 1d8 + 1d4 ⇒ (4) + 2 + (2) + (1) = 9 Failure; shirt re-roll of d8
Shirt re-roll of d8: 1d8 ⇒ 8 Success, on to second Wolf Pack
First, draw card for success: Black Spot
Combat 11 to defeat second Wolf Pack, recharging Black Spot to use Dexterity plus d8 and recharging Hypnotist's Locket to add d4 + 2: 1d10 + 2 + 1d8 + 1d4 + 2 ⇒ (2) + 2 + (6) + (4) + 2 = 16 Success; banished.
As she is wading knee-deep in wolves, throttling them as fast as her hair can manage, and throwing the contents of her pockets at the rest, Raheli marvels at her poor life choices.
Reset hand and end turn.
Hand: Frostbite, Blessing of the Gods, Blessing of Cayden Cailean, Crow, Frog,
Displayed: Flying Squirrel,
Deck: 12 Discard: 3 Buried: 0
"Current Location: Oubliette
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Blessings as needed.
Other: Dice Re-Roll Used for 2D?: Y"
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 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.