| Morph147 Zetha |
Starting location
Den Of Iniquity
Starting hand
"
Hand: Enchanted Fang, Eloquence, Stalking Armor, Staff of Minor Healing (Core), Sage's Journal (Core), Blessing of Pharasma, The Peacock,
Displayed: Ahtez,
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: ask for blessing of the gods. Black Spot only for villian
Movement: Move me to the Office if my location closes then Shop
Other: I plan to stay at office and guard.
Middle of Deck (Unknown Order): Troubadour (Core), Blessing of the Gods (3), Summon Steed, Bound Magma Spirit, Researcher, Black Spot, Blessing of the Gods (2), Crow (Core), Detect Magic (Core), Blessing of the Gods (1)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
Kess {Barb_UW} Matsu Kurisu
|
Kess - Start 1.3
- 1B: THE AMBASSADOR'S SECRET
Card Upgrade
= Fire Gecko in, replacing Banished Fire Gecko
Loot swaps
= Zellara's Harrow Deck in, Amulet of Mighty Fists out
Starting location
- #2: Spider Nest
Harrows
- The Demon's Lantern
Starting Hand
"
Hand: Erutaki Coat, Iron Knuckles, Desna's Star, Zellara's Harrow Deck, Blessing of the Green Faith (2), hw The Demon's Lantern,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: BoGreen Faith: recharges +1d any check. PRIORITY IF YOU NEED SUPPORT
Local:
Other: Other: On Close, Move to Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Valeros Drunken Avenger |
Valeros - Start 1.3
- 1B: THE AMBASSADOR'S SECRET
Card Upgrade
= Covering Heavy Shield in replacing Heavy Shield
Loot swaps
= None.
Starting location
- Tavern
Harrows
- The Real Rabbit Prince
Starting Hand
(Optional) Current Location: Tavern
Leave notes here for your team - Support/Movement/Other:
Blessings are available for use.
Move me to whatever is open if my location closes.
Hi I'm Valeros! Please bot me if I need to Guard my location!
Hand: Longsword, Chain Shirt, Elixer of Healing, Horse, Anti-plague, The Real Rabbit Prince,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Move me to whatever is open if my location closes.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"
Middle of Deck (Unknown Order): Half-Plate, Cruel Longsword, Longbow, Guide, Orison, Teamster, Covering Heavy Shield, Prayer, Throwing Axe, Benefaction
Recharged:
Discard Pile:
Buried Pile:
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario:
Additional Rules: THREAT LIST:
Danger: Devargo Barvasi
Villain: None
Non-Closing Henchmen: Chittersnap, Monstrous Spiders - Proxy A
Bonus Non-Closing Henchmen: Evidence - Proxy B
Scenario Level (#): 1
Turn: 1, Kess/MatsuKurisu
Monsters
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
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.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
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.
Barriers
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
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.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
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
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.
Weapons
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
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:
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.
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.
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
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. 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 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.
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:
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.
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury 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.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
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:
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 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.
Items
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
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
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
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.
Allies
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.
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.
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.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
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.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 29
Hourglass
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The Fiend
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.
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.
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 Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
The Joke
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.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
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 Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The 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.
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 Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
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.
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 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.
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.
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 Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
Pharasma's Knowing
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.
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.
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 Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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 Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Zetha/morph147, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
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.
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
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
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.
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
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Kess/MatsuKurisu, None
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.
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.
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
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
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
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
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
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.
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 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 #3: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: MotherMyrtle/TColMaster, None
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
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
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Story Bane 1
Type: Monster
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
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.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Item 0
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
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.
Location #4: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: Valeros/JercDewor, None
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 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.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Ally 0
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
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.
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
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.
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
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
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
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Armor 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.
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Estra/Wafflebone, None
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
Spell 1
Traits:
Arcane
Attack
Divine
Force
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
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 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Kess {Barb_UW} Matsu Kurisu
|
Out of Turn Updates
Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,
Blessing = #1 Kess/Matsu Kurisu: Sands of the Hour
When this is the hour: No effect.
Start of Turn
At: #2: Spider Nest
Give: No
Move: No
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
Banish Zellara's Harrow Deck to examine top 3
3: Sneak, Monster 0
2: Guard Dog, Monster 0
1: Battleaxe, Weapon 0
Free explore = 3: Sneak, Monster 0: Combat 11(9+1+1)
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
BYA Wisdom 8(7+1): 1d4 ⇒ 3 - Failed. Discard Desna's Star
Kess.Melee 1d10+3+1d12, Reveal Iron Knuckles
combat 11: 1d10 + 3 + 1d12 + 1d4 ⇒ (9) + 3 + (4) + (4) = 20
Discard hw The Demon's Lantern
{Playing Harrow card, draw (Hide Armor) and give Hide Armor to MotherMyrtle/TColMaster}
explore = 2: Guard Dog, Monster 0: Combat 9
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.
BYA encounter M1: Hell Hound, Monster 1: Combat 10
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
BYA 1 Fire damage (Erutaki Coat)
Kess.Melee 1d10+3+1d12, Reveal Iron Knuckles +1d4
combat 11: 1d10 + 3 + 1d12 + 1d4 ⇒ (3) + 3 + (7) + (1) = 14 - Banished
Kess.Defeated a Monster, healed card: 1d2 ⇒ 2 (Erutaki Coat)
2: Guard Dog banished
Kess ends her turn.
Examine the top card of your location (1: Battleaxe), then put that card on top of a location (#2: Spider Nest).
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Draw up Porcupine (Core), Blessing of the Gods, Crowbar
Summary
Location = #2: Spider Nest
Acquired =
Banished = 2: Guard Dog, 3: Sneak
Examined = 1: Battleaxe,
Examined =
From Box = M1: Hell Hound
Displayed =
Give = Hide Armor to MotherMyrtle/TColMaster
Used =
Other =
"
Hand: Iron Knuckles, Blessing of the Green Faith (2), Porcupine (Core), Blessing of the Gods, Crowbar,
Displayed:
Deck: 7 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: BoGreen Faith: recharges +1d any check. PRIORITY IF YOU NEED SUPPORT
BoGods available
Local:
Other: Other: On Close, Move to Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Morph147 Korundo |
Hour is The Tangled Briar
Hour power is When you close your location, instead of banishing its cards, shuffle them into a random other location.
Start of turn
Zetha adds two random monsters to hand.
Random Monster #2: Boggart
Random Monster #3: Dire Boar
First explore
Encounter Den Of Iniquity Card 1: Henchman Proxy B1, which is the evidence. Instead of a Wisdom check, will banish Dire Boar to do a stealth check in its place. Reveal Sage's Journal to add 1d4 to check against a story bane, Revealing Stalking Armor to add 2 to any dexterity check, add 1d4 to a dexterity check from scenario, Discard Blessing of Pharasma to add a die to the check.
Stealth 10+1: 1d10 + 3 + 1d4 + 2 + 1d4 + 1d10 ⇒ (2) + 3 + (3) + 2 + (2) + (3) = 15 Success. Display evidence next to the scenario
Recharge Staff of minor healing to heal Blessing of Pharasma.
End of turn
Zetha examines the top card of the location to find Den of Iniquity #2: Flanking Attack - put back on top of Den of Iniquity.
Reset hand. end turn
"
Hand: Enchanted Fang, Eloquence, Stalking Armor, Sage's Journal (Core), The Peacock, Boggart,
Displayed: Ahtez,
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: ask for blessing of the gods. Black Spot only for villian
Movement: Move me to the Office if my location closes then Shop
Other: I plan to stay at office and guard.
Middle of Deck (Unknown Order): Bound Magma Spirit, Blessing of the Gods (2), Blessing of the Gods (3), Summon Steed, Blessing of Pharasma, Crow (Core), Detect Magic (Core), Blessing of the Gods (1), Black Spot, Staff of Minor Healing (Core), Researcher, Troubadour (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
Upkeep
Current location
Acquired
Banished= Random Monster #3: Dire Boar
examined= Den of Iniquity #2: Flanking Attack - put back on top of Den of Iniquity.
used from box= Random Monster #2: Boggart, Random Monster #3: Dire Boar
Other=
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario:
Additional Rules: Evidences Displayed: 1
THREAT LIST:
Danger: Devargo Barvasi
Villain: None
Non-Closing Henchmen: Chittersnap, Monstrous Spiders - Proxy A
Bonus Non-Closing Henchmen: Evidence - Proxy B
Scenario Level (#): 1
Turn: 3, Estra/Wafflebone
Monsters
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 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.
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.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
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 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Barrier 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.
Weapons
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.
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.
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
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 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. 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 6 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
CotCT
Armor 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 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:
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.
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
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison
To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 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.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Allies
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
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 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
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.
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hour Power: When another character avenges your encounter, heal 1d4 cards.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hours Remaining: 27
Hourglass
The Fiend
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.
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.
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 Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
The Joke
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.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
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 Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The 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.
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 Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
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.
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 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.
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.
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 Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
Pharasma's Knowing
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.
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.
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 Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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 Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Zetha/morph147, None
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.
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
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.
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
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
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.
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
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Kess/MatsuKurisu, Evidence
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
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
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
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
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
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.
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 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 #3: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: MotherMyrtle/TColMaster, Evidence
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
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
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Story Bane 1
Type: Monster
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
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.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Item 0
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
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.
Location #4: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: Valeros/JercDewor, Evidence
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 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.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Ally 0
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
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.
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Evidence
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.
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
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
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
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Armor 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.
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Estra/Wafflebone, Evidence
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
Spell 1
Traits:
Arcane
Attack
Divine
Force
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
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 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Location #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 1
Located/Displayed Here: None
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.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
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 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
| Estra --OCA1/__-- |
Out of Turn Updates: None
Hour: The Paladin; Hour Rules: When another character avenges your encounter, heal 1d4 cards.
Starting Location: #6 River
Give Player (None): None
Move: NoDisplay: None
Location: #6 River
- Powers: On your check, you may discard a card to reroll a die.
Estra - Power: On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it.
- Recharge: Holy Light
- Examine: Elixir of Love: Alchemical/Liquid (Intelligence/Craft 6)
- Examine: Harrowstrike: Arcane/Attack/Divine/Force/Harrow/Magic (Intelligence/Arcane 7 OR Wisdom/Divine 8)
Explore(Free): #6 River
- Encounter: Elixir of Love: Alchemical/Liquid (Intelligence/Craft 6)
Intelligence 6: 1d8 ⇒ 3 - Fail
Discard: Acolyte
Explore: #6 River
- Explore: Harrowstrike: Arcane/Attack/Divine/Force/Harrow/Magic (Intelligence/Arcane 7 OR Wisdom/Divine 8)
- Adventure Power: Add 1d4 to Dexterity non-combat checks.
- Acolyte Power: This exploration, on your Wisdom and Divine checks, add 1d4.
Divine 8: 1d12 + 2 + 1d4 + 1d4 ⇒ (2) + 2 + (2) + (2) = 8 - Success
Discard: Bat
Explore: #6 River
- Explore: Hide Armor: Light Armor (Constitution/Fortitude/Survival 3)
- Bat Power: This exploration, on your Ranged and Survival checks, add 1d4.
Survival 3: 1d4 + 1d4 ⇒ (1) + (3) = 4 - Success
End of Turn
Examine (Scenario): #6 River
- Examine: Strangler: Aberration (Combat 10)
- Move (Strangler): #6 River --> #1 Den of Inquiry
Recovery: None
Reset: Draw 0; Discard 0; Complete
Hand: Hide Armor, Honaire, Harrowstrike, Irori's Mastery, The Cricket,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Hero Points: 0Skills and Powers:- - - - - - - - - - - - - -Skills:
Strength: d4 ☐ +1 ☐ +2
Dexterity: d4 ☐ +1
Constitution: d4 ☐ +1 ☐ +2
Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
Wisdom: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
- Knowledge: Wisdom +2
Charisma: d10 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +1Favored Card: Loot Ally Honaire
Hand Size: 5 ☐ 6
- - - - - - - - - - - - - -Proficiency:
- Light Armor
- Divine
- - - - - - - - - - - - - -Powers:
- On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
- You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
- Add 1d8 to your check against a card that has the Undead trait.
Acquired: Harrowstrike; Hide Armor
Banished: Elixir of Love
Discarded: Acolyte; Bat
Displayed: None
Examined: None
Ending Location: #6 River
| Valeros Drunken Avenger |
Out of Turn Updates: Display Anti-Plague and Chainshirt.
Turn - Hour: The Fiend
Hour Rules: When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
SOT: None.
Give Card: None.
Move: None.
Location Powers: At This Location: You may recharge an ally to explore.
Explore: Cave Lizard, reveal Longsword, proficient in armor for additional 1d6 COMBAT 13: 1d10 + 1d8 + 1d6 + 3 ⇒ (1) + (8) + (5) + 3 = 17 Success
Recharge Horse to explore again.
Henchmen Proxy A, Monstrous Spider, before enounter STRENGTH 4: 1d10 + 3 ⇒ (5) + 3 = 8success
Encounter reveal Longsword COMBAT 12: 1d10 + 1d8 + 3 ⇒ (1) + (1) + 3 = 5Fail Bury Chainshirt and suffer scourge Poison
Character Powers: None.
Valeros ends their turn.
Valeros attempts to recover all cards in their Recovery pile.
Valeros resets their hand (Recharge random card, The Real Rabbit Prince).
Summary
Acquired: None.
Banished: Cave Lizard.
Examined: None.
Random Card(s) Used: None.
Displayed: Chainshirt(Now burried) and Anti-Plague.
Other Player(s) Resources Used:
None.
Actions needed by other Player(s): None.
(Optional) Current Location: Tavern
Leave notes here for your team - Support/Movement/Other:
Blessings are available for use.
Move me to whatever is open if my location closes.
Hi I'm Valeros! Please bot me if I need to Guard my location!
Hand: Longsword, Half-Plate, Elixer of Healing, Throwing Axe,
Displayed: Anti-plague,
Deck: 10 Discard: 0 Buried: 1
"Hero Points: 0 // Valeros has the following scourges marked:Poisoned:"While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
"NOTES:
Available Support: Blessings are available for use.
Movement: Move me to whatever is open if my location closes.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"
Middle of Deck (Unknown Order): Guide, Benefaction, Orison, Cruel Longsword, Teamster, Longbow, Prayer, Covering Heavy Shield
Recharged: Horse, The Real Rabbit Prince,
Discard Pile:
Buried Pile:
| TColMaster Mother Myrtle |
Out of Turn Updates: None
Turn - Hour: Sands of the Hour
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you move, any local characters may move with you.
DISPLAY HIDE ARMOR
Explore: Rat Swarm
Use Immolate, Volunerable to attack
Combat 9: 1d12 + 2d4 + 4 ⇒ (8) + (2, 2) + 4 = 16
Banished - Beaten by 4+
MM ends their turn.
Examine Boat Card #2, No Trigger. Move card to Den.
MM attempts to recover all cards in their Recovery pile.
Immolate Wis 7: 1d12 ⇒ 11
MM resets their hand.
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Elizir of Healing, Acid Flask, Sage, Snake, Blast Stone,
Displayed: Hide ARmor,
Deck: 12 Discard: 0 Buried: 0
"Hero Points: 0
XP: 1 "
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Acid Arrow, Wand of Acid Burst, Deflect, Incitation, Acadame Student, Noxious Bomb, Orison, Armored Coat, Cat
Recharged: Immolate,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Con+1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Spells
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
Kess {Barb_UW} Matsu Kurisu
|
Out of Turn Updates
Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,
Blessing = #3 Kess/Matsu Kurisu: Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.
Start of Turn
At: #2: Spider Nest
Give: No
Move: No
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
Free explore = 1: Battleaxe, Weapon 0
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.
Take 0, banished
Discard Porcupine (Core), explore, if it is a monster recharge Porcupine (Core) instead
2: Balmberry, Item 0
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.
Take 0, banished
Discard Blessing of the Gods(Iomedae's Justice) Explore. This exploration, on your checks against Outsider cards, add 1d4.
3: Skeleton, Monster 0: Combat 12(10+1+1)
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Kess.Melee 1d10+3+1d12, Reveal Iron Knuckles
combat 12: 1d10 + 3 + 1d12 + 1d4 ⇒ (6) + 3 + (1) + (3) = 13 - Banished
Kess.Defeated a Monster, healed card: 1d4 ⇒ 4 (Blessing of the Gods)
Kess ends her turn.
Examine the top card of your location (4: Henchman Proxy B2, Evidence - TRIGGER)
Evidence, Barrier 1, Intelligence 11(10+1)
Story Bane Barrier 1
Traits
Task
Trigger
Check
Intelligence
Wisdom
Knowledge
Perception
10+#
Powers
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
[/spoiler]
Intelligence 1d6, Examined +1d8, Discard Blessing of the Green Faith (2) +1d6
Intelligence 11: 1d6 + 1d8 + 1d6 ⇒ (2) + (6) + (3) = 11 - Defeated! Displayed
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Draw up Blessing of the Green Faith, Stone Weasel, Bone Spikes
Summary
Location = #2: Spider Nest
Acquired =
Banished = 1: Battleaxe, 2: Balmberry, 4: Henchman Proxy B2
Examined =
Examined =
From Box =
Displayed = Evidence displayed
Give =
Used =
Other =
"
Hand: Iron Knuckles, Crowbar, Blessing of the Green Faith, Stone Weasel, Bone Spikes,
Displayed:
Deck: 5 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: BoGreen Faith: recharges +1d any check. PLEASE USE IF YOU NEED SUPPORT
Local:
Other: Other: On Close, Move to Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Morph147 Zetha |
Hour is The Inquisitor
Hour power: You may not use powers to reroll dice.
Start of turn
Zetha adds 2 random monsters from the box to hand.
Random Monster #1: Hell Hound
Random Monster #2: Sczarni Thief
Move
Seeing the River is getting low, Zetha will head over to the River.
Free explore
Zetha encounter River #5 Sands of the Hour.
Arcane 4: 1d10 + 2 ⇒ (6) + 2 = 8 acquire sands of the hour
second explore
Discard Sands of the Hour to explore again. Encounter River #6: River Card 6: Tangle of Debris. Will attempt the dexterity 5 check. Banish Sczarni Thief to use stealth. Reveal Stalking Armor to add 2 to a stealth check.
Stealth 5: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7 [ooc]Success. Banish Tangle of Debris
Third explore
Discard The peacock to explore again. When my harrow is discarded, draw a card.
Encounter River Card 7: Henchman Proxy B6 which is the evidenced. Banish Hell Hound to use stealth in place of Intelligence. Reveal Sage's Journal to add 1d4. Reveal stalking armor to add 2. add 1d4 to a non-combat dex check from scenario
Stealth 10+1: 1d10 + 3 + 1d4 + 2 + 1d4 ⇒ (3) + 3 + (1) + 2 + (3) = 12 Success. Display Evidence next to scenario
End turn
examine the top of the river to find River Card 8: Thieves' Tools. Move this card to the top of the Den
Recharge Bound magma spirit to shuffle River
reset hand.
"
Hand: Enchanted Fang, Eloquence, Stalking Armor, Sage's Journal (Core), Blessing of the Gods (2), Boggart,
Displayed: Ahtez,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: ask for blessing of the gods.
Movement: Move me to the Docks then boat
Other: I plan to go where the deck is the lowest to find the last evidence, otherwise will stay at the river to go for the win.
Middle of Deck (Unknown Order): Blessing of the Gods (3), Black Spot, Blessing of the Gods (1), Staff of Minor Healing (Core), Detect Magic (Core), Crow (Core), Troubadour (Core), Blessing of Pharasma, Summon Steed, Researcher
Recharged: Bound Magma Spirit,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
Upkeep
Location = River
Acquired = River #5: Sands of the Hour
Banished = River #6: Tangle of Debris
Examined =
From Box = Random Monster #1: Hell Hound, Random Monster #2: Sczarni Thief
Displayed = Evidence from River is displayed next to scenario.
Give =
Used =
Moved = Move River Card 8: Thieves' Tools to the top of Den
Other = River has been shuffled.
| BR Zalarian |
Random Roll: 1d8 ⇒ 3 Valeros had Anti-Plague so it adds 1d8 vs poison disease cards; still not enough so Valeros is poisoned and Monstrous Spider is not defeated...He can banish antiplague to remove this scourge or keep. Otherwise, needs to recharge a random card after his reset phase
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario:
Additional Rules: Evidences Displayed: 2
THREAT LIST:
Danger: Devargo Barvasi
Villain: None
Non-Closing Henchmen: Chittersnap, Monstrous Spiders - Proxy A
Bonus Non-Closing Henchmen: Evidence - Proxy B
Scenario Level (#): 1
Turn: 8, Estra/Wafflebone
Monsters
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
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 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.
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.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Barriers
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.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Barrier 1
Traits:
Poison
Trap
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 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.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Weapons
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Core
Weapon 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.
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Core
Weapon 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.
Spells
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
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.
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 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
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.
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 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Items
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Item 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 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Core
Item 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.
Allies
CotCT
Ally 0
Traits:
Arcanist
Human
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.
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
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:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Blessings
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: 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.
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: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Core
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: On your check, the first item or ally played is played freely.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hours Remaining: 22
Hourglass
The Joke
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.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
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 Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The 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.
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 Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
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.
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 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.
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.
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 Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
Pharasma's Knowing
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.
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.
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 Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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 Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 3 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
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.
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
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.
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
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
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.
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
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, Evidence
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
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
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.
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 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 #3: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: MotherMyrtle/TColMaster,
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Story Bane 1
Type: Monster
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
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.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Item 0
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
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.
Location #4: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: Valeros/JercDewor, Evidence
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
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
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
Ally 0
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
CotCT
Item 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.
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.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Evidence
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.
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
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
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
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Armor 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.
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zetha/morph147, Estra/Wafflebone, Evidence
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 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Location #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 1
Located/Displayed Here: None
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.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
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 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
| Estra --OCA1/__-- |
Out of Turn Updates: None
Hour: The Twin; Hour Rules: On your check, the first item or ally played is played freely.
Starting Location: #6 River
Give Player (None): None
Move: #6 River => #3 BoatDisplay: Hide Armor
Location: #3 Boat
- Powers: When you move, any local characters may move with you.
Estra - Power: On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it.
- Recharge: Cure
- Examine: Accursed Priest: Cleric/Undead (Combat 11+## (13) OR Divine 8+## (10))
- Examine: Chittersnap: Aberration (Combat 12)
- Encounter: Accursed Priest: Cleric/Undead (Combat 11+## (13) OR Divine 8+## (10))
- Estra - Power: Add 1d8 to your check against a card that has the Undead trait.
- Recharge: Irori's Mastery: On any check, recharge to bless.
Divine 8+## (10): 1d12 + 2 + 1d8 + 1d12 ⇒ (5) + 2 + (2) + (2) = 11 - Success
End of Turn
Examine(Scenario): #3 Boat
- Examine: Chittersnap: Aberration (Combat 12)
- Move (Chittersnap): #3 Boat --> #1 Den of Inquiry
Recovery: None
Reset: Draw 3; Discard 0; Complete
Hand: Holy Symbol, Honaire, Benefaction, The Cricket, Sands of the Hour,
Displayed: Hide Armor,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0Skills and Powers:- - - - - - - - - - - - - -Skills:
Strength: d4 ☐ +1 ☐ +2
Dexterity: d4 ☐ +1
Constitution: d4 ☐ +1 ☐ +2
Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
Wisdom: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
- Knowledge: Wisdom +2
Charisma: d10 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +1Favored Card: Loot Ally Honaire
Hand Size: 5 ☐ 6
- - - - - - - - - - - - - -Proficiency:
- Light Armor
- Divine
- - - - - - - - - - - - - -Powers:
- On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
- You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
- Add 1d8 to your check against a card that has the Undead trait.
Acquired: None
Banished: Accursed Priest
Discarded: None
Displayed: Hide Armor
Examined: Chittersnap (now located at #1 Den of Inquiry)
Ending Location: #3 Boat
| Valeros Drunken Avenger |
Out of Turn Updates: Banish Anti-Plague.
Turn - Hour: The Joke
Hour Rules: When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
SOT: Display Half-Plate.
Give Card: None.
Move: None.
Location Powers: At This Location: You may recharge an ally to explore.
Explore: Horse CHARISMA 3: 1d6 ⇒ 2 Fail
Examine: Henchmen Proxy B move to Den of Inquiry.
Character Powers: At end of your turn you may recharge or reload a weapon or an armor from your discard or hand; Recharge Throwing Axe.
Valeros ends their turn.
Valeros attempts to recover all cards in their Recovery pile.
Valeros resets their hand.
Summary
Acquired: None.
Banished: Anti-Plague and Horse.
Examined: Henchmen Proxy B.
Random Card(s) Used: None.
Displayed: Half-Plate.
Other Player(s) Resources Used:
None.
Actions needed by other Player(s): None.
(Optional) Current Location: Tavern
Leave notes here for your team - Support/Movement/Other:
Blessings are available for use.
Move me to whatever is open if my location closes.
Hi I'm Valeros! Please bot me if I need to Guard my location!
Hand: Longsword, Benefaction, Elixer of Healing, Cruel Longsword, Teamster,
Displayed: Half-Plate,
Deck: 8 Discard: 0 Buried: 1
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Move me to whatever is open if my location closes.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"
Middle of Deck (Unknown Order): Longbow, Covering Heavy Shield, Orison, Guide, Prayer
Recharged: Horse, The Real Rabbit Prince, Throwing Axe,
Discard Pile:
Buried Pile:
| TColMaster Mother Myrtle |
Out of Turn Updates: None
Turn - Hour: The Wanderer
Hour Rules: When a local character fails to acquire a boon, you may bury a card to encounter it.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you move, any local characters may move with you.
Explore: Accursed Priest
Acid Flask, recharge snake
Combat 13: 1d12 + 2d6 + 1d4 + 2 ⇒ (8) + (3, 1) + (1) + 2 = 15
Banished
MM ends their turn.
- Examine Boat #2, Chittersnap. MOVE TO DEN
MM attempts to recover all cards in their Recovery pile.
Craft 6: 1d12 + 2 ⇒ (2) + 2 = 4
MM resets their hand.
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Elizir of Healing, Cat, Sage, Deflect, Acid Arrow, Blast Stone,
Displayed: Hide ARmor,
Deck: 10 Discard: 0 Buried: 1
"Hero Points: 0
XP: 1 "
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Acadame Student, Incitation, Noxious Bomb, Orison, Wand of Acid Burst, Armored Coat
Recharged: Immolate, Snake,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Con+1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Spells
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
Kess {Barb_UW} Matsu Kurisu
|
Out of Turn Updates
Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,
Blessing = #3 Kess/Matsu Kurisu: Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.
Start of Turn
At: #2: Spider Nest
Give: No
Move: #3: Boat
At This Location: When you move, any local characters may move with you.
Mother Myrtle banishes Elixir of Healing, Heal Kess: 1d4 + 1 ⇒ (1) + 1 = 2
healed card 1: 1d4 ⇒ 4 - Blessing of the Green Faith (2)
healed card 2: 1d3 ⇒ 3 - Porcupine (Core)
Free explore = 3: Returning Throwing Axe, Weapon 1: Melee 10
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.
Melee 1d10+3, Discard Crowbar +2d10
Melee 10: 1d10 + 3 + 2d10 ⇒ (8) + 3 + (2, 6) = 19 - Acquired
Discard Blessing of the Green Faith explore = 4: Helpful Haversack, Item 1: Dexterity 6
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.
Dexterity 1d6, Harrow +1d4, Estra recharges The Cricket +1d6
Dexterity 6: 1d6 + 1d4 + 1d6 ⇒ (6) + (3) + (4) = 13 - Acquired
Kess ends her turn.
Examine the top card of your location (#3: Boat: 5: Luckstone, Item 0 ), Move to #1: Den Of Iniquity
Kess attempts to recover all cards in her Recovery pile.
Crowbar: 3: 1d10 ⇒ 7 -> Crowbar recharged .
Kess resets her hand.
Draw up Nil
Summary
Location = #3: Boat
Acquired = 3: Returning Throwing Axe, 4: Helpful Haversack
Banished =
Examined =
Moved Cards = #3: Boat: 5: Luckstone, to #1: Den Of Iniquity
From Box =
Displayed =
Give =
Used = Estra recharges The Cricket[/b
Other =
"
[b]Hand: Iron Knuckles, ac Returning Throwing Axe, ac Helpful Haversack, Stone Weasel, Bone Spikes,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant:
Local:
Other: Other: On Close, Move to Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| BR Zalarian |
Caught up now for game. Best thing to do is rollback a few turns
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario:
Additional Rules: Evidences Displayed: 2
THREAT LIST:
Danger: Devargo Barvasi
Villain: None
Non-Closing Henchmen: Chittersnap, Monstrous Spiders - Proxy A
Bonus Non-Closing Henchmen: Evidence - Proxy B
Scenario Level (#): 1
Turn: 9, Valeros/JercDewor
Monsters
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
CotCT
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.
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 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.
Barriers
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 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
CotCT
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.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Weapons
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.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Core
Weapon 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
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
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.
Spells
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 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.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 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.
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 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 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.
Items
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
CotCT
Item 0
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Divine 4
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
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.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Ally 0
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard 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.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Core
Blessing 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.
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: On your check against a barrier, you may recharge a card to add your Intelligence die.
Current Hour:
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.
Hours Remaining: 21
Hourglass
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
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 Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The 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.
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 Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
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.
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 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.
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.
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 Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
Pharasma's Knowing
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.
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.
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 Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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 Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 3 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Story Bane 1
Type: Monster
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
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
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
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.
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
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.
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
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
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.
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
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, Evidence
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
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
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.
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 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 #3: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Estra/Wafflebone, MotherMyrtle/TColMaster,
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.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Item 0
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
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.
Location #4: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Valeros/JercDewor, Evidence
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
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
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
Ally 0
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
CotCT
Item 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.
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.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Evidence
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.
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
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
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
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Armor 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.
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zetha/morph147, Evidence
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 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Location #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 1
Located/Displayed Here: None
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.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
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 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
| Estra --OCA1/__-- |
Updated hand post.
Hand: Chain Mail, Holy Symbol, Honaire, Benefaction, Sands of the Hour,
Displayed: Hide Armor,
Deck: 9 Discard: 2 Buried: 1
Hero Points: 0Skills and Powers:- - - - - - - - - - - - - -Skills:
Strength: d4 ☐ +1 ☐ +2
Dexterity: d4 ☐ +1
Constitution: d4 ☐ +1 ☐ +2
Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
Wisdom: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
- Knowledge: Wisdom +2
Charisma: d10 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +1Favored Card: Loot Ally Honaire
Hand Size: 5 ☐ 6
- - - - - - - - - - - - - -Proficiency:
- Light Armor
- Divine
- - - - - - - - - - - - - -Powers:
- On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
- You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
- Add 1d8 to your check against a card that has the Undead trait.
Kess {Barb_UW} Matsu Kurisu
|
Reset hand
"
Hand: Iron Knuckles, Crowbar, Blessing of the Green Faith, Stone Weasel, Bone Spikes,
Displayed:
Deck: 5 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: BoGreen Faith: recharges +1d any check. PLEASE USE IF YOU NEED SUPPORT
Local:
Other: Other: On Close, Move to Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Valeros Drunken Avenger |
| 1 person marked this as a favorite. |
Examine: Henchmen Proxy B, Evidence encounter triggered. Mother Myrtle discard The Dance to bless twice WISDOM 11: 3d6 + 1d8 ⇒ (2, 5, 1) + (2) = 10 Fail
PACGS trigger reroll 1d6 REROLL: 1d6 ⇒ 3 3+2+5+2=SUCCESS
Valeros ends their turn.
Valeros attempts to recover all cards in their Recovery pile.
Valeros resets their hand.
(Optional) Current Location: Tavern
Leave notes here for your team - Support/Movement/Other:
Blessings are available for use.
Move me to whatever is open if my location closes.
Hi I'm Valeros! Please bot me if I need to Guard my location!
Hand: Longsword, Benefaction, Elixir of Healing, Cruel Longsword, Teamster,
Displayed: Half-Plate,
Deck: 8 Discard: 0 Buried: 1
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Move me to whatever is open if my location closes.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Prayer, Guide, Longbow, Covering Heavy Shield, Orison
Recharged: Horse, The Real Rabbit Prince, Throwing Axe,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength + 2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity + 1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution + 2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma+2
Favored Card: sword weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Armor, Weapon
POWERS:
| TColMaster Mother Myrtle |
Out of Turn Updates: None
Turn - Hour: The Wanderer
Hour Rules: When a local character fails to acquire a boon, you may bury a card to encounter it.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you move, any local characters may move with you.
Explore: Returning Throwing Axe
Dex 10: 2d4 ⇒ (1, 3) = 4
-Auto Fail
-Discard SAGE to examine, shuffle location.
-Explore
RNG: 1d6 ⇒ 1
Using Estra Benefaction
Helpful Haversack INT 6: 2d8 ⇒ (2, 6) = 8
ACCQUIRED
Discard SNAKE to explore
Explore RNG: 1d5 ⇒ 1
Luckstone Survival 6: 1d12 + 2 ⇒ (6) + 2 = 8
ACCQUIRED
MM ends their turn.
EOT Examine: 1d4 ⇒ 1
-Move SAGE to den
MM attempts to recover all cards in their Recovery pile.
MM resets their hand.
[u]Summary[/u]
Acquired: Helpful Haversack, Luckstone
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): ESTRA - DISCARD Benefaction
Hand: Elizir of Healing, Acid Flask, Helpful Haversack, Luckstone, Acid Arrow, Blast Stone,
Displayed: Hide ARmor,
Deck: 14 Discard: 3 Buried: 0
"Hero Points: 0
XP: 1 "
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Cat, Armored Coat, Wand of Acid Burst, Acadame Student, Orison, Noxious Bomb, Incitation, Deflect
Recharged: Immolate,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Con+1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Spells
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario:
Additional Rules: Evidences Displayed: 4
THREAT LIST:
Danger: Devargo Barvasi
Villain: None
Non-Closing Henchmen: Chittersnap, Monstrous Spiders - Proxy A
Bonus Non-Closing Henchmen: Evidence - Proxy B
Scenario Level (#): 1
Turn: 11, Kess/MatsuKurisu
Monsters
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
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 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Barriers
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Weapons
Core
Weapon 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.
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.
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
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 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.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
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.
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.
Armors
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
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.
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.
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.
Items
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
CotCT
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 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Allies
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.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
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 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
CotCT
Ally 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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
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
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
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: No effect.
Current Hour:
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.
Hours Remaining: 19
Hourglass
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The 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.
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 Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
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.
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 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.
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.
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 Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
Pharasma's Knowing
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.
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.
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 Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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 Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 3 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
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
Story Bane 1
Type: Monster
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
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
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
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.
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
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.
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
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
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.
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
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kess/MatsuKurisu,
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
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
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.
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 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 #3: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Estra/Wafflebone, MotherMyrtle/TColMaster, Evidence
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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.
Location #4: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Valeros/JercDewor,
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
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
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
Ally 0
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
CotCT
Item 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.
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.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Evidence
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.
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
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
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
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Armor 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.
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zetha/morph147,
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 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Location #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 1
Located/Displayed Here: None
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.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
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 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Kess {Barb_UW} Matsu Kurisu
|
Out of Turn Updates
{ooc]Change to MM Turn[/ooc]
Actions needed by other Player(s): ESTRA - DISCARD Benefaction
Kess recharges Blessing of the Green Faith to bless
Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,
Blessing = #11 Kess/Matsu Kurisu: Benefaction
When this is the hour: No effect.
Start of Turn
At: #2: Spider Nest
Give: No
Move: #3: Boat
At This Location: When you move, any local characters may move with you.
Mother Myrtle banishes Elixir of Healing, Heal Kess: 1d4 + 1 ⇒ (4) + 1 = 5
Full heal, only 4 in discard pile
Free explore = 1: Cutpurse Gang, Barrier 0: Wisdom 5
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.
BYA Estra/Wafflebone, MotherMyrtle/TColMaster Wisdom, Perception, or Stealth 5 check or discard a card
Wisdom 1d4, Reveal Crowbar +1d10
Wisdom 5: 1d4 + 1d10 ⇒ (2) + (10) = 12 - Banished
Kess ends her turn.
Examine the top card of your location (2: Henchman Proxy B3, Evidence - TRIGGER)
Evidence, Barrier 1, Intelligence 11(10+1)
Story Bane Barrier 1
Traits
Task
Trigger
Check
Intelligence
Wisdom
Knowledge
Perception
10+#
Powers
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
[/spoiler]
Intelligence 1d6, Examined +1d8, Valeros discards Benefaction +1d6
Intelligence 11: 1d6 + 1d8 + 1d6 ⇒ (4) + (7) + (2) = 13 - Defeated! Displayed
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Draw up hw The Demon's Lantern
Summary
Location = #3: Boat
Acquired =
Banished = 1: Cutpurse Gang
Examined =
Moved Cards =
From Box =
Displayed = Evidence @ #3: Boat
Give =
Used = Valeros discards Benefaction
Other = BYA Estra/Wafflebone, MotherMyrtle/TColMaster Wisdom, Perception, or Stealth 5 check or discard a card
"
Hand: Bone Spikes, Iron Knuckles, Crowbar, Stone Weasel, hw The Demon's Lantern,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: The Demon Lantern: Bless. Available
Local:
Other: Other: On Close, Move to Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| TColMaster Mother Myrtle |
MM BYA WIS 5: 1d12 ⇒ 4
-Recharge Luckstone for +1, Pass Test.
Hand: Elizir of Healing, Acid Flask, Helpful Haversack, Acid Arrow, Blast Stone,
Displayed: Hide ARmor,
Deck: 14 Discard: 3 Buried: 0
"Hero Points: 0
XP: 1 "
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Orison, Incitation, Deflect, Armored Coat, Cat, Acadame Student, Wand of Acid Burst, Noxious Bomb
Recharged: Immolate, Luckstone,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Con+1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Spells
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
| Morph147 Zetha |
Hour is The Liar
Hour power is At the start of your check, the difficulty is increased by the number of allies in your hand. Allies in hand is 0.
STart of turn
Add 2 random monsters to hand.
Random Monster #1: Dire Rat
Random Monster #2: Swamp Ooze
Move
Move to the Boat
First explore
Encounter Boat Card 3: Acolyte
Display Eloquence to add 3 to my charisma checks this turn.
Diplomacy 4: 1d10 + 1 + 3 ⇒ (4) + 1 + 3 = 8 Success
Will attempt to close.
Banish Dire rat to use stealth. 1d4 added from scenario for non-combat dex checks.
Dexterity 5+1: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12 Success. Close location
5 evidence displayed when closing, summon and encounter danger. Encounter Devargo Barvasi.
BYA encounter Knivesies.
Banish Swamp Ooze to use stealth. Reveal Stalking armor to add 2 to the check, reveal sage's journal to add a 1d4 to check. add 1d4 from scenario from non-combat dex checks.
Stealth 7: 1d10 + 3 + 2 + 1d4 ⇒ (1) + 3 + 2 + (3) = 9 Success.
Will attempt diplomacy check to defeat Devargo Barvasi. Banish Boggrat to use stealth check. Reveal Stalking armor to add 2 to the check, reveal sage's journal to add a 1d4 to check. add 1d4 from the scenario for noncombat dex checks. Play Blessing of the gods to add a die to the check. Since this has the charisma base check, add 3 to the check.
Stealth 12: 1d10 + 3 + 2 + 1d4 + 1d4 + 1d10 + 3 ⇒ (9) + 3 + 2 + (4) + (4) + (2) + 3 = 27 Success. We win
| BR Zalarian |
CotCT1B: The Ambassador's Secret
Development
Spiders! You can hardly get them out of your breeches. The King of Spiders lived up to his name. But Devargo Barvasi lies at the bottom of the harbor, a victim of his own depredations. And of your swords.
Ambassador Amprei did not escape so easily. Barvasi held a collection of love letters between the ambassador and the wife of a Chelish noble. Should this information get out, Amprei would be disgraced, discharged, and perhaps disemboweled.
“Well, well,” Vencarlo Orisini taunts the ambassador. “It would be a shame if this wicket got any stickier for you, Darvayne. How about you just abandon your investments here and scurry back home to tend to your affairs? Oh, my most sincere apologies on using that word.”
Chagrined, Amprei agrees to Orisini’s terms and boards the first carriage to Cheliax. “Nicely done,” says Marshal Kroft. “If only all our tasks had such delightful endings.”
“Be of cheer, Cressida,” Orisini says. “You have my word that Korvosa’s days will brighten soon!”
The way he says it, it’s hard to imagine elsewise.
Reward
Rally the supporter Vencarlo Orisini.
Acquired Cards
Acolyte (Ally 0)
Hide Armor (Armor 0)
Sands of the Hour (Blessing 0)
Helpful Haversack (Item 1)
Luckstone (Item 0)
Weapon
Spell
Armor 0
Item 10
Ally 0
Blessing 0
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
Please post rolls, decisions, etc in discussion thread
| Estra --OCA1/__-- |
BYA Cutpurse Gang
- Benefaction Bless 1d12
Wisdom 5: 1d12 + 1d12 ⇒ (2) + (7) = 9 - Success
Hand: Holy Symbol, Honaire, Benefaction, Sands of the Hour,
Displayed: Hide Armor,
Deck: 9 Discard: 3 Buried: 1
Hero Points: 0Skills and Powers:Skills:
Strength: d4 ☐ +1 ☐ +2
Dexterity: d4 ☐ +1
Constitution: d4 ☐ +1 ☐ +2
Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
Wisdom: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
- Knowledge: Wisdom +2
Charisma: d10 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +1Favored Card: Loot Ally Honaire
Hand Size: 5 ☐ 6
- - - - - - - - - - - - - -Proficiency:
- Light Armor
- Divine
- - - - - - - - - - - - - -Powers:
- On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
- You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
- Add 1d8 to your check against a card that has the Undead trait.
| BR Zalarian |
SCENARIO 1C: THE DEAD WARRENS
“We do not venture into your people’s politics,” says the Shoanti visionary Thousand Bones. “Your kings come and your kings go. The Shoanti endure.”
As newly minted Korvosan Guards, you are meeting with Thousand Bones because he has reported a crime. Simple enough, but a meeting with a Shoanti elder carries greater weight. More than 200 years ago, the Shoanti were beaten into the Cinderlands by the invading Chelaxians who founded Korvosa on the natives’ land. An uneasy truce exists between the two sides, but it could crumble if the Shoanti feel slighted by the Korvosan representatives. That’s you.
“Tell us what happened to your grandson,” you say. Thousand Bones heaves a sigh. He draws a skull symbol in the earth, signifying the death emblem of the Clan of the Skull.
“My people work hard to understand those who dwell in Korvosa, yet each day we see how this city’s people work as hard to foster old hatreds. My grandson Gaekhen is dead, beaten to death by cowards in your city street. My son and his kin wish to return to the Skoan-Quah in the Cinderlands, to rally to war against Korvosa. For both our peoples, this would be disastrous. Amends must be made."
“If a body does not go whole to the fires of the ancestors, the smoke of a warrior’s spirit cannot rise to the Great Sky. If I could send Gaekhen’s body to the Great Sky with honor and dignity, the talks of peace between our peoples could continue. But he was not just murdered. His body was sold to a necromancer known as Rolth, a criminal to both our peoples. The spirits have revealed to me that Gaekhen’s body is below this city’s graveyard, a place the spirits call the Dead Warrens. And his body is...” He pauses for a moment. “Not whole.”
You try not to show your horror to Field Marshal Cressida Kroft, who sits next to Thousand Bones. She comforts the old man. “We will help,” she says. “Your warriors can return home knowing we will do right by your grandson.”
As you gather your belongings to prepare, you ask the Marshal who Rolth is.
“A thorn in our side,” she says. “He is the son of a crime lord named Gaedren Lamm...”
SETUP:
After preparing the story banes, shuffle together 3 Proxy B's (Body Parts) and a number of blessings equal to the number of locations minus 3, then shuffle 1 of these into each location.
LOCATIONS:
Base
1 Crypt
1 Dungeons
1 Ruin
2 Ossuary
3 Graveyard
4 Pits
5 Oubliette
6 Twisting Passages
THREAT LIST:
Danger: Ancient Skeleton, Zombie Minions
Villain: Vreeg
Closing Henchmen: Carrion Golem (Ghaeken), Cabbagehead, Derros - Proxy A
Bonus Cards: Body Parts (3) - Proxy B, Random Blessings (4)
DURING THIS SCENARIO:
When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario. You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.
(To clarify; you will need to corner and defeat the villain at some point, but that alone does not win you this scenario. You instantly win once all 5 required cards have been displayed - which includes the villain. Fortunately, displaying Proxy Bs is easy.
The Body Parts are not actual 'cards' or Story Banes, they're purely proxies. As per the scenario rules, if you have to interact with them in almost any way they'll just be instantly-displayed.
This includes banishing them - such as by closing the location they're in. This means if you just focus on closing locations, you'll get them displayed one way or another.)
================================================
HARROWING:
Estra's Harrow: 1d10 ⇒ 7
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.
Valeros' Harrow: 1d9 ⇒ 3
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.
Mother Myrtle's Harrow: 1d8 ⇒ 4
Blessing
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore.
Kess's Harrow: 1d7 ⇒ 3
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.
Zetha's Harrow: 1d6 ⇒ 4
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+#
On any check, recharge to bless. No other boon may be played on this check. Discard to explore.
| TColMaster Mother Myrtle |
STARTING LOCATION: CRYPT
Hand: Armored Coat, Incitation, Acid Arrow, Snake, Cat, Elizir of Healing, The Demons Lantern,
Displayed:
Deck: 11 Discard: 0 Buried: 0
"Hero Points: 0
XP: 1 "
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Deflect, Noxious Bomb, Orison, Sage, Blast Stone, Immolate, Wand of Acid Burst, Acid Flask, Acadame Student
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Con+1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Spells
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
Kess {Barb_UW} Matsu Kurisu
|
Kess - Start 1.4
- 1C: THE DEAD WARRENS
Card Upgrade
New Card Feat (Blessing) = Blessing of Gozreh in
= Crocodile Skin Madu in, Bone Spikes out
Loot swaps
= Zellara's Harrow Deck in, Amulet of Mighty Fists out
Starting location
- Oubliette
Harrows
- The Dance
Starting Hand
"
Hand: Guide (Core), Blessing of the Green Faith (2), Iron Knuckles, Crocodile Skin Madu, Crowbar, hw The Dance,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: The Dance: Bless*2 only on others checks. PLEASE USE FIRST IF YOU NEED SUPPORT
Local:
Other: Other: On Close, Move to Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Valeros Drunken Avenger |
Starting Location: Oubliette
(Optional) Current Location: Oubliette
Leave notes here for your team - Support/Movement/Other:
Blessings are available for use.
Move me to whatever is open if my location closes.
Hi I'm Valeros! Please bot me if I need to Guard my location!
Hand: Elixir of Healing, Chain Shirt, Cruel Longsword, Guide, Teamster, The Crows,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Move me to whatever is open if my location closes.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Longsword, Throwing Axe, Prayer, Half-Plate, Longbow, Bastion Boots, Horse, Benefaction, Covering Heavy Shield
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength + 2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity + 1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution + 2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma+2
Favored Card: sword weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.
| Morph147 Zetha |
Starting location[b]
The Crypt
[b]Card upgrade
Apprentice in Crow out
"
Hand: Summon Steed, Black Spot, Sage's Journal (Core), Troubadour (Core), Apprentice, Blessing of the Gods (1), The Peacock,
Displayed: Ahtez,
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: ask for blessings except againist henchmen/villian
Movement: Move me to the Dungeons and then Ruin if location closes
Other: My goal this scenario is to find spells. I will be moving and attacking locations with them.
Middle of Deck (Unknown Order): Stalking Armor, Eloquence, Blessing of the Gods (2), Enchanted Fang, Blessing of the Gods (3), Staff of Minor Healing (Core), Detect Magic (Core), Blessing of Pharasma, Researcher, Bound Magma Spirit
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario:
Additional Rules: THREAT LIST:
Danger: Ancient Skeleton, Zombie Minions
Villain: Vreeg
Closing Henchmen: Carrion Golem (Ghaeken), Cabbagehead, Derros - Proxy A
Bonus Cards: Body Parts (3) - Proxy B, Random Blessings (4)
Scenario Level (#): 1
Turn: 1, Estra/Wafflebone
Monsters
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
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.
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.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Barriers
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
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.
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 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.
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.
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:
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
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.
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 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.
Spells
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 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
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.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
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:
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
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:
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.
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.
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.
CotCT
Ally 0
Traits:
Human
Magus
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception 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.
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Ally 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.
Blessings
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hour Power: On your check, you may discard a card to reroll a die showing 1.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hours Remaining: 29
Hourglass
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.
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.
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.
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.
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.
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 Publican
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.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
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.
Pharasma's Knowing
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.
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.
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
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.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
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.
The Joke
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.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
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.
Location #1: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Zetha/morph147, Estra/Wafflebone, MotherMyrtle/TColMaster, None
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 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:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
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
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
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.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Location #2: 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 ?: 2
Located/Displayed Here: None
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
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
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
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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
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
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.
Location #3: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
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
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
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.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
CotCT
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.
Location #4: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
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
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
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.
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
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
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.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
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 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
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
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
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 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
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Story Bane 1
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Location #6: 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 ?: 2
Located/Displayed Here: None
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to 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.
CotCT
Story Bane 1
Type: Monster
Traits:
Giant
Ogre
To Defeat:
Combat 14
Resistant to Melee and Ranged.
Vulnerable to Mental.
Before acting, each local character suffers 1 Combat damage.
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
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
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.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Location #7: 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 ?: 2
Located/Displayed Here: Kess/MatsuKurisu, Valeros/JercDewor, None
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 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.
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
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
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.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
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.
CotCT
Story Bane 1
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 14
Immune to Attack, Mental, and Poison.
Before acting, discard the top card of your deck.
If undefeated, suffer the scourge Plagued.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed 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.
Location #8: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Location #9: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
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.
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.
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.
| Estra --OCA1/__-- |
Starting location: #1 Crypt
Initial hand (below)
Hand: Viper Strike, Balmberry, Bat, Honaire, Irori's Mastery, The Locksmith,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0Skills and Powers:Skills:
Strength: d4 ☐ +1 ☐ +2
Dexterity: d4 ☐ +1
Constitution: d4 ☐ +1 ☐ +2
Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
Wisdom: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
- Knowledge: Wisdom +2
Charisma: d10 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +1Favored Card: Loot Ally Honaire
Hand Size: 5 ☐ 6
- - - - - - - - - - - - - -Proficiency:
- Light Armor
- Divine
- - - - - - - - - - - - - -Powers:
- On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
- You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (☑ 5).
- Add 1d8 to your check against a card that has the Undead trait.
| Estra --OCA1/__-- |
Out of Turn Updates: None
Hour: The Juggler; Hour Rules: On your check, you may discard a card to reroll a die showing 1.
Starting Location: #1 Crypt
Give Player (None): None
Move: NoDisplay: None
Location: #1 Crypt
- Powers: The difficulty of checks against Undead banes is increased by 3.
Estra - Power: On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it.
- Recharge: Viper Strike
- Examine: Shadow: Shadow/Undead (Combat 13 +3(location) (16)) Immune to Mental and Poison
- Examine: Henchman Proxy A3 (Carrion Golem)
End of Turn
Recovery: None
Reset: Draw 0; Discard 0; Complete
Hand: Balmberry, Bat, Honaire, Irori's Mastery, The Locksmith,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0Skills and Powers:- - - - - - - - - - - - - -Skills:
Strength: d4 ☐ +1 ☐ +2
Dexterity: d4 ☐ +1
Constitution: d4 ☐ +1 ☐ +2
Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
Wisdom: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
- Knowledge: Wisdom +2
Charisma: d10 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +1Favored Card: Loot Ally Honaire
Hand Size: 5 ☐ 6
- - - - - - - - - - - - - -Proficiency:
- Light Armor
- Divine
- - - - - - - - - - - - - -Powers:
- On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
- You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
- Add 1d8 to your check against a card that has the Undead trait.
Recharge: Viper Strike
Examined: Shadow; Proxy A3 (Carrion Golem)
Ending Location: #1 Crypt
| Valeros Drunken Avenger |
Out of Turn Updates: None.
Turn - Hour: The Rabbit Prince
Hour Rules: 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.
SOT: Display Chain Shirt.
Give Card: None.
Move: None.
Location Powers: At This Location: Damage you suffer is increased by 1.
Explore: The Unicorn CHARISMA 5: 1d6 ⇒ 1 Fail
Discard Teamster to explore again, encounter Star Knife MELEE 6: 1d10 + 3 ⇒ (1) + 3 = 4Fail
Character Powers: None.
Valeros ends their turn.
Valeros attempts to recover all cards in their Recovery pile.
Valeros resets their hand.
Summary
Acquired: None.
Banished: The Unicorn and Star Knife.
Examined: None.
Random Card(s) Used: None.
Displayed: Chain Shirt.
Other Player(s) Resources Used:
None.
Actions needed by other Player(s): None.
(Optional) Current Location: Oubliette
Leave notes here for your team - Support/Movement/Other:
Blessings are available for use.
Move me to whatever is open if my location closes.
Hi I'm Valeros! Please bot me if I need to Guard my location!
Hand: Elixir of Healing, Half-Plate, Cruel Longsword, Guide, The Crows,
Displayed: Chain Shirt,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Move me to whatever is open if my location closes.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Horse, Bastion Boots, Longbow, Longsword, Prayer, Throwing Axe, Covering Heavy Shield, Benefaction, Antiplague
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength + 2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity + 1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution + 2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma+2
Favored Card: sword weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.
| TColMaster Mother Myrtle |
Out of Turn Updates: None
Turn - Hour: Orison
Hour Rules: None
SOT: Armored Coat
Give Card: None
Move: Crypt -> Graveyard
Location Powers: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Explore: Acid-Spraying Skull
Dex: 2d4 ⇒ (2, 2) = 4
DEFEATED
Discard SNAKE to explore
Acid Arrow, Snake Bonus
Giant Fly Combat 10: 1d12 + 3d4 + 1 ⇒ (6) + (1, 4, 2) + 1 = 14
DEFEATED
MM ends their turn.
MM attempts to recover all cards in their Recovery pile.
Acid Arrow Arcane 6: 1d12 + 1 ⇒ (10) + 1 = 11
MM resets their hand.
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Acadame Student, Incitation, Noxious Bomb, Cat, Elizir of Healing, The Demons Lantern,
Displayed: Armored Coat,
Deck: 10 Discard: 1 Buried: 0
"Hero Points: 0
XP: 3"
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Orison, Deflect, Blast Stone, Wand of Acid Burst, Acid Flask, Immolate, Sage
Recharged: Acid Arrow,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Con+1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Spells
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
| BR Zalarian |
Location for Fly: 1d6 ⇒ 1 Fly buzzes off to Crypt
Just a reminder that you can always roll on most things to see how it impacts the board, especially if it helps with keeping the game moving along.
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario:
Additional Rules: THREAT LIST:
Danger: Ancient Skeleton, Zombie Minions
Villain: Vreeg
Closing Henchmen: Carrion Golem (Ghaeken), Cabbagehead, Derros - Proxy A
Bonus Cards: Body Parts (3) - Proxy B, Random Blessings (4)
Scenario Level (#): 1
Turn: 4, Kess/MatsuKurisu
Monsters
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.
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
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.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Barriers
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Barrier 1
Traits:
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
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
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:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Weapons
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Core
Weapon 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.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 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.
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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 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:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
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 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.
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 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:
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.
Items
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison
To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Core
Item 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
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:
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.
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.
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.
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.
Blessings
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Core
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hour Power: On your check against an Outsider card, add 1d4.
Current Hour:
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.
Hours Remaining: 26
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.
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.
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 Publican
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.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
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.
Pharasma's Knowing
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.
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.
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
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.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
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.
The Joke
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.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
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.
Location #1: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Zetha/morph147, Estra/Wafflebone, Shadow, Derros, Fly
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 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:
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
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
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.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
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
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
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
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
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.
Location #2: 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 ?: 2
Located/Displayed Here: None
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
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
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
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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
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
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.
Location #3: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
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
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
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.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
CotCT
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.
Location #4: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
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
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
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.
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
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
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.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: MotherMyrtle/TColMaster, None
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.
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
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
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 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
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Story Bane 1
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Location #6: 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 ?: 2
Located/Displayed Here: None
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to 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.
CotCT
Story Bane 1
Type: Monster
Traits:
Giant
Ogre
To Defeat:
Combat 14
Resistant to Melee and Ranged.
Vulnerable to Mental.
Before acting, each local character suffers 1 Combat damage.
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
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
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.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Location #7: 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: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, Valeros/JercDewor, None
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
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
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.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
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.
CotCT
Story Bane 1
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 14
Immune to Attack, Mental, and Poison.
Before acting, discard the top card of your deck.
If undefeated, suffer the scourge Plagued.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed 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.
Location #8: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Location #9: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
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.
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.
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.
Kess {Barb_UW} Matsu Kurisu
|
Out of Turn Updates
Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,
Blessing = #4 Kess/Matsu Kurisu: Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.
Start of Turn
At: #7: Oubliette
Give: No
Move: No
At This Location: Damage you suffer is increased by 1
Free explore = 1: Acolyte, Ally 0: Diplomacy 4
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.
Diplomacy 1d8+1, Reveal Iron Knuckles +1d4
Diplomacy 4: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3 - Banished
Discard Guide (Core) explore, +1d6 on checks to close =
2: The Demon's Lantern, Blessing 1: Dexterity 5(4+1)
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Dexterity 1d6, Harrow +1d4, Discard Blessing of the Green Faith (2) +1d6
Dexterity 5: 1d6 + 1d4 + 1d6 ⇒ (1) + (2) + (1) = 4- Banished
Kess ends her turn.
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Draw up Fire Gecko
Summary
Location = #7: Oubliette
Acquired =
Banished = 1: Acolyte, 2: The Demon's Lantern
Examined =
Moved Cards =
From Box =
Displayed =
Give =
Used =
Other =
"
Hand: Crocodile Skin Madu, Iron Knuckles, Crowbar, hw The Dance, Fire Gecko,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: The Dance: Bless*2 only on others checks. PLEASE USE FIRST IF YOU NEED SUPPORT
Local:
Other: Other: On Close, Move to Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Morph147 Zetha |
Hour is Benefaction
Hour power is None
Start of turn
Zetha draws 2 random monsters from box. Draw Yeth Hound and Accursed Priest
Move
Zetha recognizes she cant beat a shadow and doesnt want to risk wasting turns fighting it so Zetha moves to Graveyard.
First encounter
Encounter Graveyard Card 1: Azer. Banish Accursed Priest to use stealth plus adventure number and add cold and melee traits. Azer vulnerable to cold so add 4. recharge the peacock to add a die to the check.
Combat 11+2: 1d10 + 4 + 1 + 4 + 1d10 ⇒ (1) + 4 + 1 + 4 + (6) = 16 Success. Banish Azer.
Since harrow was played, draw a card. AYA take Fire damage : 1d4 - 1 ⇒ (4) - 1 = 3. Banish Yeth Hound to reduce the amount of damage Zetha will take by 3.
End of turn
play summon steed to move to the Pits. Easy location for Zetha to guard at the moment if needed
Recover summon steed Arcane 5: 1d10 + 2 ⇒ (6) + 2 = 8 Recharge
Reset hand end turn.
"
Hand: Black Spot, Sage's Journal (Core), Troubadour (Core), Apprentice, Blessing of the Gods (1), Blessing of the Gods (3),
Displayed: Ahtez,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: ask for blessings except againist henchmen/villian
Movement: Move me to the Dungeons and then Ruin if location closes
Other: My goal this scenario is to find spells. I will be moving and attacking locations with them.
Middle of Deck (Unknown Order): Bound Magma Spirit, Blessing of the Gods (2), Detect Magic (Core), Blessing of Pharasma, Stalking Armor, Researcher, Eloquence, Enchanted Fang, Staff of Minor Healing (Core)
Recharged: The Peacock, Summon Steed,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
Upkeep
Final Location = Pits
Acquired =
Banished = Graveyard Card #1, Random Monsters #1,#2
Examined =
Moved Cards =
From Box = Random Monster #1, #2
Displayed =
Give =
Used =
Other =
| Estra --OCA1/__-- |
Out of Turn Updates: None
Hour: Gorum's Iron; Hour Rules: On your non-Attack combat check, add 1.
Starting Location: #1 Crypt
Give Player (None): None
Move: #1 Crypt => #3 RuinDisplay: None
Location: #3 Ruin
- Powers: When a monster is undefeated, shuffle a new monster into the location.
Explore (Free): #3 Ruin
- Encounter: Cutpurse Gang: Obstacle (Wisdom/Perception/Stealth 5)
- BYA: No one
- Recharge: Irori's Mastery
Wisdom 5: 1d12 + 1 + 1d12 ⇒ (3) + 1 + (10) = 14 - Success
Discard: Bat
Explore: #3 Ruin
- Encounter: Immolate: Arcane/Attack/Divine/Fire/Magic (Intelligence/Wisdom/Arcane/Divine 5)
Divine 5: 1d12 + 1 + 2 ⇒ (9) + 1 + 2 = 12 - Success
End of Turn
Recovery: None
Reset: Draw 1; Discard 0; Complete
Hand: Immolate, Burst Bonds, Balmberry, Honaire, The Locksmith,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 0Skills and Powers:- - - - - - - - - - - - - -Skills:
Strength: d4 ☐ +1 ☐ +2
Dexterity: d4 ☐ +1
Constitution: d4 ☐ +1 ☐ +2
Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
Wisdom: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
- Knowledge: Wisdom +2
Charisma: d10 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +1Favored Card: Loot Ally Honaire
Hand Size: 5 ☐ 6
- - - - - - - - - - - - - -Proficiency:
- Light Armor
- Divine
- - - - - - - - - - - - - -Powers:
- On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
- You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
- Add 1d8 to your check against a card that has the Undead trait.
Acquired: Immolate
Banished: Cutpurse Gang
Discarded: Bat
Recharged: Irori's Mastery
Ending Location: #3 Ruin
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario:
Additional Rules: THREAT LIST:
Danger: Ancient Skeleton, Zombie Minions
Villain: Vreeg
Closing Henchmen: Carrion Golem (Ghaeken), Cabbagehead, Derros - Proxy A
Bonus Cards: Body Parts (3) - Proxy B, Random Blessings (4)
Scenario Level (#): 1
Turn: 7, Valeros/JercDewor
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 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
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.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Barriers
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
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
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.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
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.
Weapons
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.
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.
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Core
Weapon 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.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Spells
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
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 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 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:
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.
Core
Armor 0
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
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.
Items
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
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.
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:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Allies
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.
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
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
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.
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
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.
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: 23
Hourglass
The Publican
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.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
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.
Pharasma's Knowing
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.
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.
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
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.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
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.
The Joke
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.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
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.
Location #1: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Shadow, Derros, Fly
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 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:
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
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
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.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
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
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
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
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
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.
Location #2: 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 ?: 2
Located/Displayed Here: None
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
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
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
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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
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
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.
Location #3: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Estra/Wafflebone, None
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
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.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
CotCT
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.
Location #4: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
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
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
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.
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
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
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.
Location #5: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Zetha/morph147, MotherMyrtle/TColMaster, None
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
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
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 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
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Story Bane 1
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Location #6: 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 ?: 2
Located/Displayed Here: None
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to 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.
CotCT
Story Bane 1
Type: Monster
Traits:
Giant
Ogre
To Defeat:
Combat 14
Resistant to Melee and Ranged.
Vulnerable to Mental.
Before acting, each local character suffers 1 Combat damage.
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
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
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.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Location #7: 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: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, Valeros/JercDewor, None
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.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
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.
CotCT
Story Bane 1
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 14
Immune to Attack, Mental, and Poison.
Before acting, discard the top card of your deck.
If undefeated, suffer the scourge Plagued.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed 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.
Location #8: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Location #9: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
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.
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.
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.
| Valeros Drunken Avenger |
Out of Turn Updates: None.
Turn - Hour: Orision
Hour Rules: None.
SOT: None.
Give Card: None.
Move: None.
Location Powers: At This Location: Damage you suffer is increased by 1.
Explore: Longsword MELEE 6: 1d10 + 3 ⇒ (1) + 3 = 4 Fail
Character Powers: At the end of your turn, you may recharge a weapon or an armor from your hand or discards. Recharge Half-Plate.
Valeros ends their turn.
Valeros attempts to recover all cards in their Recovery pile.
Valeros resets their hand.
Summary
Acquired: None.
Banished: Longsword.
Examined: None.
Random Card(s) Used: None.
Displayed: None.
Other Player(s) Resources Used:
None.
Actions needed by other Player(s): None.
(Optional) Current Location: Oubliette
Leave notes here for your team - Support/Movement/Other:
Blessings are available for use.
Move me to whatever is open if my location closes.
Hi I'm Valeros! Please bot me if I need to Guard my location!
Hand: Elixir of Healing, Longsword, Cruel Longsword, Guide, The Crows,
Displayed: Chain Shirt,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Move me to whatever is open if my location closes.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Covering Heavy Shield, Horse, Throwing Axe, Antiplague, Benefaction, Longbow, Prayer, Bastion Boots
Recharged: Half-Plate,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength + 2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity + 1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution + 2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma+2
Favored Card: sword weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.
| TColMaster Mother Myrtle |
Out of Turn Updates: None
Turn - Hour: The Publican
Hour Rules: When you would discard an ally, recharge it instead.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Explore: Half Plate
Fort 7: 1d8 + 1 ⇒ (2) + 1 = 3
Fail
Recharge (Hour Power) Academy Student to explore
Mace STR 4: 1d4 ⇒ 1
Fail
Recharge (Hour Power) Cat to explore
Dire Rat Survival 6: 1d12 + 2 ⇒ (11) + 2 = 13
Banished
Fort 7 After Acting: 1d8 + 1 ⇒ (8) + 1 = 9
MM ends their turn.
MM attempts to recover all cards in their Recovery pile.
MM resets their hand.
[u]Summary[/u]
Acquired: None
Banished: Dire Rat
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Sage, Incitation, Noxious Bomb, Blast Stone, Elizir of Healing, The Demons Lantern,
Displayed: Armored Coat,
Deck: 10 Discard: 1 Buried: 0
"Hero Points: 0
XP: 3"
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Orison, Acid Flask, Deflect, Wand of Acid Burst, Immolate
Recharged: Acid Arrow, Acadame Student, Cat,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Con+1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Spells
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
Kess {Barb_UW} Matsu Kurisu
|
Out of Turn Updates
Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,
Blessing = #2 Kess/Matsu Kurisu: Prayer
When this is the hour: No effect.
Start of Turn
At: #7: Oubliette
Give: No
Move: No
At This Location: Damage you suffer is increased by 1
Free explore = 2: Dissident Guard, Barrier 1: Diplomacy 6
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.
Diplomacy 1d8+1, Reveal Iron Knuckles +1d4
Diplomacy 6: 1d8 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13 - Banished
barrier text, draw A1: Gang Enforcer, Ally 1
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.
Discard ac Gang Enforcer, explore +1d4 on combat =
3: Spider Swarm, Monster 1: Combat 10
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Kess.Melee 1d10+3+1d12, Gang Enforcer +1d4, Reveal Iron Knuckles +1d4, Reveal Fire Gecko +1d4
Combat 10: 1d10 + 3 + 1d12 + 1d4 + 1d4 + 1d4 ⇒ (4) + 3 + (7) + (2) + (2) + (1) = 19 - Defeated by >4. Banished
Kess.Defeat Monster, heal: 1d3 ⇒ 2 (Blessing of the Green Faith (2))
Kess ends her turn.
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Draw up Nil
Summary
Location = #7: Oubliette
Acquired =
Banished = 2: Dissident Guard, 3: Spider Swarm
Examined =
Moved Cards =
From Box = A1: Gang Enforcer
Displayed =
Give =
Used =
Other =
"
Hand: Crocodile Skin Madu, Iron Knuckles, Crowbar, Fire Gecko, hw The Dance,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: The Dance: Bless*2 only on others checks. PLEASE USE FIRST IF YOU NEED SUPPORT
Local:
Other: Other: On Close, Move to Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Morph147 Zetha |
Hour is Incitation
Hour power: None
Start of turn
Zetha draws two random monsters from box.
RM #1: Cave Lizard
RM #2: Goblin Troublemaker
Move
Will not move, so current location is Pits
First exploer
Encounter Pits Card 1: Spiked Breastplate. Banish Goblin troublemaker to use stealth skill. add 1d4 from scenario.
Stealth 6: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (2) = 16 Success
Display Spiked Breastplate in front of Zetha.
Second explore
Discard Troubadour to explore again. Encounter Spyglass. Banish Cave Lizard to use stealth skill. add 1d4 from scenario
Stealth 6: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10 Success
Play Spyglass to examine the top two cards of location. Find
Pits Card 3: Spiked Volley
Pits Card 4: Cabbagehead
Return to location with Pits card 4 on top.
Third explore
Blessing of the Gods (3) to explore again. Encounter Cabbagehead.
BYA take 1 combat damage, recharge spike breastplate to reduce by 1.
Will use Altez to use stealth plus adventure deck number plus cold and melee. Cabbagehead is resistant to melee, so add 4 to his difficulty. Play black spot to reduce difficulty by #+1. Reveal Sage's Journal to add a 1d4 to check. Play blessing of the gods to add a die.
Stealth 14+4: 1d10 + 4 + 1 + 2 + 1d4 + 1d10 ⇒ (5) + 4 + 1 + 2 + (1) + (2) = 15 Fail, to use Ahtez ability to recharge Sage's Journal to reroll 1 die. will reroll the 1d10 that was a 1.
Stealth 14+4: 14 + 1d10 ⇒ 14 + (9) = 23 Success. Banish Cabbagehead
To close will draw a card, and then recharge hand. Go through the rest of the location to find no other story bane. PITS CLOSEDWill move to Graveyard.
end turn
Zetha ends her turn.
Zetha attempts to recover all cards in her Recovery pile.
Black Spot: Arcane 6: 1d10 + 2 ⇒ (8) + 2 = 10 -> Black Spot recharged .
Zetha resets her hand.
"
Hand: Eloquence, Detect Magic (Core), Enchanted Fang, Stalking Armor, Bound Magma Spirit, Blessing of the Gods (2),
Displayed: Ahtez,
Deck: 10 Discard: 5 Buried: 0
Hero Points: 0
NOTES:
Available Support: ask for blessings except againist henchmen/villian
Movement: Move me to the Dungeons and then Ruin if location closes
Other: My goal this scenario is to find spells. I will be moving and attacking locations with them.
Middle of Deck (Unknown Order): Researcher, Staff of Minor Healing (Core)
Recharged: The Peacock, Summon Steed, Spiked Breastplate, Sage's Journal (Core), Blessing of Pharasma, Cave Lizard, Apprentice, Black Spot,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
Upkeep
Location = Graveyard.
Acquired =Pits #1: Spiked Breastplate, Pits #2: Spyglass
Banished = Pits Card 4: Cabbagehead,
Examined =
Return to location with Pits card 4 on top.
Moved Cards =
From Box = RM #1: Cave Lizard, RM #2: Goblin Troublemaker
Displayed =
Give =
Closed=Pits
Used =
Other =
| Estra --OCA1/__-- |
Out of Turn Updates: None
Hour: The Lost; Hour Rules: When you would recharge a Magic boon, discard it instead.
Starting Location: #3 Ruin
Give Player (None): None
Move: #3 Ruin => #1 CryptDisplay: None
Location: #1 Crypt
- Powers: The difficulty of checks against Undead banes is increased by 3.
Explore (Free): #1 Crypt
- Encounter: Henchman Proxy B2: Body Parts
End of Turn
Recovery: None
Reset: Draw 0; Discard 0; Complete
Hand: Immolate, Burst Bonds, Balmberry, Honaire, The Locksmith,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 0Skills and Powers:- - - - - - - - - - - - - -Skills:
Strength: d4 ☐ +1 ☐ +2
Dexterity: d4 ☐ +1
Constitution: d4 ☐ +1 ☐ +2
Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
Wisdom: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
- Knowledge: Wisdom +2
Charisma: d10 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +1Favored Card: Loot Ally Honaire
Hand Size: 5 ☐ 6
- - - - - - - - - - - - - -Proficiency:
- Light Armor
- Divine
- - - - - - - - - - - - - -Powers:
- On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
- You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
- Add 1d8 to your check against a card that has the Undead trait.
Encountered: Proxy B (Body Part)
Ending Location: #1 Crypt
| Valeros Drunken Avenger |
Out of Turn Updates: None.
Turn - Hour: Incitation.
Hour Rules: None.
SOT: None.
Give Card: None.
Move: None.
Location Powers: At This Location: Damage you suffer is increased by 1.
Explore: Boggard; reveal Cruel Longsword, recharge longsword to activate character power. COMBAT 10: 1d10 + 1d8 + 1d4 + 4 ⇒ (8) + (8) + (4) + 4 = 24 Success
Character Powers: On a local combat check, you may reload or recharge a weapon or an armor to add 1d4; recharge longsword.
Valeros ends their turn.
Valeros attempts to recover all cards in their Recovery pile.
Valeros resets their hand.
Summary
Acquired: None.
Banished: Boggard.
Examined: None.
Random Card(s) Used: None.
Displayed: None.
Other Player(s) Resources Used:
None.
Actions needed by other Player(s): None.
(Optional) Current Location: Oubliette
Leave notes here for your team - Support/Movement/Other:
Blessings are available for use.
Move me to whatever is open if my location closes.
Hi I'm Valeros! Please bot me if I need to Guard my location!
Hand: Elixir of Healing, Covering Heavy Shield, Cruel Longsword, Guide, The Crows,
Displayed: Chain Shirt,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Move me to whatever is open if my location closes.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Benefaction, Horse, Bastion Boots, Prayer, Throwing Axe, Antiplague, Longbow
Recharged: Half-Plate, Longsword,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength + 2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity + 1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution + 2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma+2
Favored Card: sword weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.
| TColMaster Mother Myrtle |
GY 4
GY 5
GY 6
GY 7
GY 8
Out of Turn Updates: None
Turn - Hour: Gozreh's Growth
Hour Rules: On your check against an Animal or Elemental card, add 1d4.
SOT: Heal Zetha (Elixir of Healing)
Heal Zetha: 1d4 + 1 ⇒ (1) + 1 = 2
Give Card: None
Move: XX -> YY
Location Powers: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Explore: Necrophidian
Combat 12: 1d4 ⇒ 2
Autofail
-Bury Armored Coat to absorb Damage
-Discard Demon's Lantern to remove Scourge Dazed
MM ends their turn.
MM attempts to recover all cards in their Recovery pile.
Elixir of Healing Craft 6: 1d12 + 2 ⇒ (8) + 2 = 10
MM resets their hand.
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Sage, Incitation, Noxious Bomb, Blast Stone, Acid Flask, Wand of Acid Burst,
Displayed:
Deck: 9 Discard: 2 Buried: 1
"Hero Points: 0
XP: 3"
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Immolate, Deflect, Orison
Recharged: Acid Arrow, Acadame Student, Cat, Elizir of Healing,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Con+1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Spells
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.