| BR - Scenario Update |
During This Adventure:
Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Building the Vault: The vault should contain all level 0, 1, 2, 3, 4 and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: 6-5C: Revisiting the Countess
Harrow: The Mountain Main - Suit: Shields
When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
While using a power that examines cards, you may treat the siege pile as your location.
When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.
At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.
When the last location closes, you lose.
To win, empty the siege pile.
Additional Rules:
Dangers:
Story Bane
Type: Monster
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Villain:
None
Henchman (Closing):
None
Henchman (Non-Closing):
Story Bane
Type: Monster
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Story Bane 3
Type: Barrier
Traits: Skirmish Red Mantis Veteran
To Defeat: Combat 14+## or Fortitude/Perception 5+#
Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
If undefeated, bury either an armor or a Healing card, or banish the top 5 cards of the hourglass and bury your discards.
Scenario Level (#): 5
Turn: 12, Fumbus/sirrogue
Monsters
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Barriers
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Weapons
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Spells
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Allies
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Blessings
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then 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 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hour Power: No effect.
Current Hour:
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hours Remaining: 18
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.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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 Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
The Idiot
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.
Siege Deck
M: 5 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Henchman Proxy A3
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.
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Bloodbug Swarm
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
None None None
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Henchman Proxy B2
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.
Banshee
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
Henchman Proxy B3
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.
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #1: Arsenal
Underground
Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
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.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
Location #2: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 0
Located/Displayed Here: Fumbus/sirrogue, None
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Location #4: Stable
Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: Zetha/Chthonicthul, Estra/rhynndavrie, Harrowing
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Location #5: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Harsk/Kulko, None
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Location #6: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
Core
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
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
| Fumbus FNCG |
Turn 12, now is the hour of Incitation.
While this is the hour: No effect.
Randomly move to the 1d6 ⇒ 6 Library! to fight a Card 1: Wyvern!
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned. Recharge a card (Elixir of Energy Resistance) to grant Alchemical bonus.
Wyvern BYA Con 8: 1d8 + 1d4 + 1d6 ⇒ (3) + (2) + (3) = 8 Success!
Reveal Acidic Bolas, recharge card (Flame Cannon) to add Alchemical bonus.
Wyvern CtD Combat 18: 1d10 + 1 + 1d4 + 1d6 + 1d4 + 2d6 ⇒ (6) + 1 + (4) + (3) + (2) + (3, 6) = 25 Success!
Discard The Carnival to explore Card 2: Troll. Ha HA! Back to the troll now that Fumbus has tricks up sleeve!
Reveal Acidic Bolas, recharge card (Elixir of Focus) to add Alchemical bonus.
Before acting, each local character suffers 1 Combat damage. Discard Elixir of Focus.
Dragon's Breath, choosing Fire for vulnerability.
Troll CtD Combat 18 14: 1d8 + 4 + 3d6 + 1d6 ⇒ (5) + 4 + (3, 4, 3) + (1) = 20 Success!
Reveal Acidic Bolas, then recharge them to fuel alchemical power to get fire for vulnerability.
THEN Troll CtD Combat 20 16: 1d10 + 1 + 1d4 + 1d6 + 1d4 + 2d6 ⇒ (8) + 1 + (1) + (2) + (3) + (3, 4) = 22 Success!
Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Dragon's Breath: Arcane 13: 1d8 + 6 ⇒ (5) + 6 = 11 -> Dragon's Breath discarded.
Having drawn Ambrosia, at the start of Zetha's turn, Fumbus will heal self and hope to shuffle Bolas closer to top of deck.
Ambrosia heal: 1d4 + 1 ⇒ (2) + 1 = 3 Fumbus, Fumbler is healed for 3: (The Carnival, Dragon's Breath, Paralyze). Deck shuffled.
At the end of Zetha's turn:
Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Ambrosia: Craft 14: 1d8 + 6 ⇒ (8) + 6 = 14 -> Ambrosia recharged.
HAND
UPKEEP:
Siege Deck Card 1 BANISHED.
Siege Deck Card 2 BANISHED.
| Zetha - Chthonicthul |
Turn 13: Zetha/Benefaction
At start of turn, draw Ogre and Rajambari for character power.
Move to: 1d6 ⇒ 4 Stay at Stable
Explore Siege Deck Card #1: Exploding Runes
Divine 11 to defeat Exploding Runes, banishing Ogre to use Stealth: 1d10 + 4 + 3 ⇒ (4) + 4 + 3 = 11 Defeated; banished
Discard Haste to explore Siege Deck Card #2: Henchman Proxy A3 (Red Mantis Assassin)
Wisdom 9 for BYA, banishing Rajambari to use Stealth: 1d10 + 4 + 3 ⇒ (5) + 4 + 3 = 12 Success
Combat 20 to defeat Red Mantis Assassin, using Stealth plus adventure deck number plus 2d6: 1d10 + 4 + 3 + 5 + 2d6 ⇒ (6) + 4 + 3 + 5 + (6, 4) = 28 Success; defeated
Doing fine for time, so will reset hand and end turn now.
Arcane 8 to recharge Haste: 1d10 + 2 + 2 ⇒ (2) + 2 + 2 = 6 Failure; discarded
Hand: Stone Skin, Mist Horn, Blessing of Norgorber, Blessing of Lamashtu, Bound Lantern Archon, Blessing of the Master of Masters, Charm Monster, Blessing of Abadar,
Displayed: Ahtez,
Deck: 10 Discard: 3 Buried: 0
"Current Location: Stable
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-5C?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
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)([X] or to add 1d6 to your check to defeat a barrier).
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
| Harsk from Kuslik by Kulko |
Turn 14: Harsk
The Hour is Torag's Power
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Start of Turn
Examine top card
Summoning trap again shuffle again.
Move to random location
Location: 1d6 ⇒ 4 Stable, Zetha is local
Free explore
card: 1d6 + 4 ⇒ (4) + 4 = 8
Encounter Banshee
Display Shoanti Barbarian Hide
BYA Fort 10: 1d10 ⇒ 2 After the roll recharge Hide to add survival
BYA Fort 10: 2 + 1d6 + 5 ⇒ 2 + (5) + 5 = 12 Sucess
Reveal Deathbane light Cossbow
Reload Plaguebringers Mask
Reload Deathbane Throwing axe
Recharge Ukwars axe
Combat 21: 1d6 + 5 + 1d8 + 1 + 1d8 + 1d8 + 2d6 + 2 + 1d6 ⇒ (2) + 5 + (6) + 1 + (3) + (6) + (6, 6) + 2 + (4) = 41 Banished
End Turn Reset Hand
Hand: Deathbane Light Crossbow +1, Sergeant-at-arms, Plaguebringer's Mask (Loot), Vindicator, Skoan-quah Boneslayer, Deathbane Throwing Axe,
Displayed: Angelic Armor (Loot),
Deck: 11 Discard: 1 Buried: 0
Hero Points: 0
Box Reroll Used: No
NOTES:
Available Support: USe Ranged support (1d6) Freely
Use Blessings as needed
Seargeant gives 1d6 on local check vs. bane
Middle of Deck (Unknown Order): Firepelt Cougar, Seeking Longbow, Gentleman Explorer, Urgathoa's Gluttony (Loot)
Recharged: Our Lord in Iron, Boots of Friendly Terrain, The Savored Sting, Achaekek's Claws (Loot), Balmberry, Shoanti Barbarian Hide, Ukwar Axe (Loot),
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1
Upgraded Supporters: Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).
Upkeep
Moved to stable
Siege deck Shuffled
Siege #8 banished
| BR - Scenario Update |
During This Adventure:
Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Building the Vault: The vault should contain all level 0, 1, 2, 3, 4 and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: 6-5C: Revisiting the Countess
Harrow: The Mountain Main - Suit: Shields
When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
While using a power that examines cards, you may treat the siege pile as your location.
When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.
At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.
When the last location closes, you lose.
To win, empty the siege pile.
Additional Rules:
Dangers:
Story Bane
Type: Monster
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Villain:
None
Henchman (Closing):
None
Henchman (Non-Closing):
Story Bane
Type: Monster
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Story Bane 3
Type: Barrier
Traits: Skirmish Red Mantis Veteran
To Defeat: Combat 14+## or Fortitude/Perception 5+#
Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
If undefeated, bury either an armor or a Healing card, or banish the top 5 cards of the hourglass and bury your discards.
Scenario Level (#): 5
Turn: 15, Estra/rhynndavrie
Monsters
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
None None None
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
Barriers
Core
Barrier 1
Traits:
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
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Weapons
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
Spells
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
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 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Allies
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Blessings
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
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.
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
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.
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: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hours Remaining: 15
Hourglass
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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 Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
The Idiot
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.
Siege Deck
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Henchman Proxy B3
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.
Henchman Proxy B2
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.
Henchman Proxy A1
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.
Bloodbug Swarm
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
None None None
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Location #1: Arsenal
Underground
Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
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.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
Location #2: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 0
Located/Displayed Here: None
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Location #4: Stable
Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: Zetha/Chthonicthul, Harsk/Kulko, Harrowing
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Location #5: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Location #6: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Fumbus/sirrogue, Estra/rhynndavrie, None
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
Core
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
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
| Estra - Rhynn |
During Fumbus's turn, take 1 combat damage from Troll - discarding Sands of the Hour.
Before the end of Harsk's turn, Estra heals with Honaire.
Estra Heal: 1d4 + 1 ⇒ (1) + 1 = 2 Estra, Spiritual Counselor is healed for 2: (Wand of Restorative Touch, Sands of the Hour). Deck shuffled. Honaire Discarded.
----------------
Turn 15, The Tyrant
Hour Power: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
Discard Magistrate to take Honaire back to hand.
End of move step, examine - Summoning Trap.
Random Location: 1d6 ⇒ 4 Party at the Stable!
Estra hears Harsk off in the distance complaining about the same Summoning Trap, luckily, the teleportation magic surrounding the place decides to drop her off right next to the trap. She takes a moment to attempt to disrupt and dispel the trap.
Using Harsk's Sergeant on a check against a local bane.
Summoning Trap-CtD: Divine 13: 1d10 + 6 + 1d6 ⇒ (6) + 6 + (6) = 18 Success, banished.
Estra thanks Harsk for the intel he's gathered on the trap and with his knowledge is quick to spot where it's anchored and trip it in such a way it collapses on itself.
Hand: Staff of Dark Flame, Hypercognition, Ghost Whip, Steal Soul, Wand of Restorative Touch, Honaire,
Displayed:
Deck: 10 Discard: 5 Buried: 0
Hero Points: 2
Box Reroll Used: N
NOTES:
Available Support: Staff of Dark Flame - reduce combat by 1d6+1
Hypercognition - 1 die to Int/Wis/Cha for a turn
Wand of Restorative Touch - local heal/scourge removalMovement: Estra will move with the group on location close.
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Divine Insight, Death Grip (2), Cure, Sands of the Hour, The Marriage, Zellara's Harrow Deck, Death Grip, Tome of Origami Animals, Divine Blaze, Pharasma's Knowing
Recharged:
Discard Pile:Falcon Crown, Urgathoa's Gluttony, Pious Healer, Ausio Carowyn, Magistrate,
Buried Pile:
Skills and Powers:SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.
Update: Summoning trap dealt with.
Harsk: Used Sergeant-at-arms.| Fumbus FNCG |
Turn 16, now is the hour of The Empty Throne.
While this is the hour: On your check, you may banish a boon to reroll a die.
Randomly move to 1d6 ⇒ 6 Library and encounter Siege Deck Card 2: Henchman Proxy B3 - Assassination Attempt.
Before acting, a local character summons and encounters the story bane Red Mantis Assassin. I guess that's me!
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
Red Mantis Assassin BA Wis 9: 1d4 ⇒ 4 Failure! Difficulty increased by 1d6 ⇒ 3.
Hurl Akali Flask, reload Wyvern Poison, 2d6 affinities, banish Jelly for 1d6.
Red Mantis Assassin CtD Combat 20 23: 1d10 + 2 + 3d6 + 1d12 + 2d6 + 1d6 ⇒ (6) + 2 + (3, 6, 4) + (5) + (6, 3) + (6) = 41 Success!
Back to the barrier.
Recharge armor to add 1d6 to a Con check, recharge Twitch Tonic to fuel alchemical bonus, recharge BotElements for a die.
Assassination Attempt CtD Fortitude 9: 2d4 + 1d6 + 1d4 + 1d6 ⇒ (3, 2) + (6) + (3) + (2) = 16 Success!
Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Alkali Flask: Craft 13: 1d8 + 6 ⇒ (7) + 6 = 13 -> Alkali Flask recharged.
Flensing Jelly: Craft 9: 1d8 + 6 ⇒ (6) + 6 = 12 -> Flensing Jelly recharged.
Hand: Wyvern Poison, Dragon's Breath, Potion of Heroism, Liquid Persuasion, Acidic Bolas, Paralyze,
Displayed:
Deck: 10 Discard: 5 Buried: 0
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Heroism
Persuasion
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-5C used? YES
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!
Middle of Deck (Unknown Order): Flame Cannon, Tangleburn Bag, The Carnival, Elixir of Energy Resistance
Recharged: Ambrosia, Steel Ibis Lamellar, Twitch Tonic, Blessing of the Elements 2, Alkali Flask, Flensing Jelly,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (2)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""
UPKEEP:
Siege Deck Card 2 BANISHED.
| Zetha - Chthonicthul |
Turn 17: Zetha/The Queen Mother
At start of turn, draw Sneak and Sczarni Thief for character power.
At end of Move step, randomly move to: 1d6 ⇒ 1 Arsenal
Explore Siege Deck Card #1 (3): Henchman Proxy B2 (Assassination Attempt
But first, a Red Mantis Assassin
Perception 9 for Red Mantis Assassin BYA, banishing Sneak to use Stealth: 1d10 + 4 + 3 ⇒ (9) + 4 + 3 = 16 Success, no difficulty increase
Combat 20 to defeat Red Mantis Assassin, using Stealth plus adventure deck number and 2d6 as per Ahtez power: 1d10 + 4 + 3 + 5 + 2d6 ⇒ (5) + 4 + 3 + 5 + (5, 3) = 25 Defeated; banished
I think I'll go Combat on the Assassination Attempt
Combat 24 to defeat Assassination Attempt, using Stealth plus adventure deck number and 2d6 as per Ahtez power and burying Blesing of Lamashtu to Bless twice: 1d10 + 4 + 3 + 5 + 2d6 + 1d10 + 1d1 ⇒ (7) + 4 + 3 + 5 + (6, 2) + (5) + (1) = 33 Defeated; banished
Discard Blessing of Norgorber to explore Siege Deck Card #2 (4): Henchman Proxy A1 (Red Mantis Assassin)
Perception 9 for Red Mantis Assassin BYA, banishing Sczarni Thief to use Stealth: 1d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10 Success, no difficulty increase
Combat 20 to defeat Red Mantis Assassin, using Stealth plus adventure deck number and 2d6 as per Ahtez power: 1d10 + 4 + 3 + 5 + 2d6 ⇒ (5) + 4 + 3 + 5 + (1, 6) = 24 Defeated; banished
Reset hand and end turn. One card to go!
Hand: Stone Skin, Mist Horn, Fire Shield, Augury, Bound Lantern Archon, Blessing of the Master of Masters, Charm Monster, Blessing of Abadar,
Displayed: Ahtez,
Deck: 8 Discard: 4 Buried: 1
"Current Location: Arsenal
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-5C?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
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)([X] or to add 1d6 to your check to defeat a barrier).
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
At start of Harsk's Turn, play Augury, calling Monster. Might as well know what he is up against!
Siege Deck Card Only: Bloodbug Swarm. Bon chance, Harsk!
| Harsk from Kuslik by Kulko |
Turn 18:Harsk
The Hour is The Wanderer
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
The last assasin mamanges to break a large terarium full of Bloodbug Beetles, which immediately swarm out to attack the group. Harsk is hard pressen firing arrow after arrow to bring them down a squickly as possible.
After another 5 minutes the last finally lies on his back and silence comes back.
Harsk enters the chambers to go looking for the countess and finds her still cowering on her bed. "My lady, you can come out now. The coast is clear. " he bags her to join him and the rest of the group.
Start of Turn
Move to random location
Location: 1d6 ⇒ 2 Manor, all alone
Encounter Bloodbug Swarm
Display Boneslayer
Reveal Vindicator
Reload Mask for check 2
Reload Throwing axe for check 3
CtD1 Combat 10: 1d6 + 5 + 1d10 + 1 + 1d8 + 1d6 ⇒ (5) + 5 + (8) + 1 + (7) + (3) = 29
CtD2 Combat 10: 1d6 + 5 + 1d10 + 1 + 1d8 + 1d6 + 1d8 ⇒ (2) + 5 + (5) + 1 + (8) + (5) + (4) = 30
CtD3 Combat 10: 1d6 + 5 + 1d10 + 1 + 1d8 + 1d6 + 1d6 + 3 ⇒ (3) + 5 + (7) + 1 + (1) + (5) + (5) + 3 = 30 Easily defeated
[larger]WE WON![/larger]
| BR - Scenario Update |
6-5C: Revisiting the Countess
Development:
You were able to fend off the attacks of the Red Mantis assassins, so thanks to you, the Countess is safe! You tell her of your discoveries at the Lupescinov manor, and of your battle against the waves of undead as you resanctified the city’s graveyard. Given the full report of your deeds in the service of Ardis—and the fact that you just saved the lives of her and her guards—the Countess is more than happy to lend you the city’s guard to put an end to the heinous plots in her city. She also vows to inform the citizens that you were the ones to save her from the assassins, and that you are leading the charge to protect Ardis from the Whispering Tyrant, a fact that will surely earn you back some of their trust.
Reward:
The party gets all boons remaining in locations.
Adventure Card Society characters may choose a bonus deck upgrade.
| BR - Scenario Update |
6-5D: An Unwelcome Reunion
It’s a good thing that you have the Ardis city guard on your side, because you’ll need help investigating the many places where a possible threat could fester. You’ve had a day or so to pore over the documents you found in the Lupescinov manor, and they suggest that the culprits are likely to have a hideout in an abandoned manor on the outskirts of the city, a place to slink back to after carrying out their nefarious deeds. There are plenty of abandoned manors scattered around the edges of town which could serve as a possible headquarters, many of which come with their own legends of hauntings and ruin.
After delegating a few groups of guards to investigate on the west side of town, you decide to head east. Rummaging through a few old ruined estates, the biggest threats you find are some loose floorboards and startled wildlife. When you return to the rendezvous point in town, however, one of the groups of guards is missing. And after the dusk slowly fades into proper nightfall, there’s still no sign of them. Someone needs to figure out what happened, and you’re not going to risk sending another group of guards without knowing what happened to the first. This is your task, and you intend to see it through.
When you reach the crumbling mansion that the missing guards had sought, you are filled with an immediate sense of dread. The very air seems thick with fungus and decay. Though the surface levels are rotted away and unstable, you soon find a set of stairs leading down into a vast underground crypt. Unfortunately, you’re not alone as you descend these stairs. You are greeted by the writhing and shambling corpses of undead as they make their way toward you from all corners of the room. It is then that you hear a familiar dry cackle that sends shivers down your spine. In the center of the chamber, performing some gruesome bloody ritual upon a raised stone altar, is the lich Trazavai. But how is this possible? You destroyed him!
It appears that the relic that you destroyed was not Trazavai’s true phylactery. It was merely a decoy. He stands before you once again, a wretched smile torn across his cackling face as he marches his undead minions toward you like puppets on strings. You may not know what his true phylactery is, but now is not the time to investigate. Right now, you must defeat the lich once more, even if you know that it’s only a temporary fix. You resolve to discover his real phylactery and destroy him for good, but right now you can only focus on one thing: surviving!
| BR - Scenario Update |
During This Adventure:
Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Building the Vault: The vault should contain all level 0, 1, 2, 3, 4 and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: 6-5D: An Unwelcome Reunion
Harrow: The Rabbit Prince - Suit: Keys
Before you attempt to close or guard a location, discard the top card of your deck.
Additional Rules: Dangers:
Story Bane
Type: Monster
Traits: Lich Undead Veteran
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.
Villain:
Lich (Trazavai - V1)
Henchman (Closing):
Castothrane, Knurlott, Lashton, Vampire, Mummy,
Active Peril
Hostile - When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
Scenario Level (#): 5
Turn: 0, Harsk/Kulko
Monsters
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Monster 5
Traits:
Hag
Outsider
To Defeat:
Combat 21
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
Barriers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Weapons
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Spells
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Allies
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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.
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 Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
The 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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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 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.
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 All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The 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.
Location #1: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: 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: 5 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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: 4 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: 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: 6 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #5: 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: 5 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #6: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 5 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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 ?: 6
Located/Displayed Here: None
| Harsk from Kuslik by Kulko |
Harsk will start at the Oubliette unless someone suggests a useful party strategy.
Hand: Deathbane Throwing Axe, Seeking Longbow, Our Lord in Iron, Achaekek's Claws (Loot), Balmberry, Firepelt Cougar,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 0
Box Reroll Used: No
NOTES:
Available Support: Harsk can recharge a card to add 1d6 to any combat check
Use Blessings as needed
Middle of Deck (Unknown Order): Plaguebringer's Mask (Loot), The Savored Sting, Deathbane Light Crossbow +1, Aerilaya, Boots of Friendly Terrain, Ukwar Axe (Loot), Skoan-quah Boneslayer, Vindicator, White War Paint, Shoanti Barbarian Hide, Bearskin Armor, Sergeant-at-arms
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1
Upgraded Supporters: Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).
| Zetha - Chthonicthul |
Zetha tries to flank the lich by heading straight through the Ossuary.
Hand: Stone Skin, Blessing of the Starsong, Blessing of the Master of Masters, Haste, Potion of Healing, Monkey, Augury, Fire Shield,
Displayed: Ahtez,
Deck: 12 Discard: 0 Buried: 0
"Current Location: Ossuary
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-5D?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
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)([X] or to add 1d6 to your check to defeat a barrier).
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
| Fumbus FNCG |
Fumbus think all these locations suck, but will follow Estra.
Hand: Deathtrap in a Jar, Acidic Bolas, Blackfingers, Blessing of the Elements, Flensing Jelly, Elixir of Energy Resistance,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Deathtrap: 1d6+Piercing or Slashing to local Combat or 1 die to local Disable
Flensing Jelly: 1d6+Acid or Poison to local Combat or Disable
BotElements
Energy Resist: ignore 1 or all energy damage
Blackfingers: recharge to bless Alchemical or Poison check
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-5C used? YES
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!
Middle of Deck (Unknown Order): Galvanic Kopis +2, Alkali Flask, Elixir of Focus, The Carnival, Steel Ibis Lamellar, The Publican, Potion of Heroism, Corrosion, Ambrosia, Dragon's Breath, The Publican, Tangleburn Bag, Twitch Tonic, Liquid Persuasion, Wyvern Poison, Paralyze
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (2)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""
| Estra - Rhynn |
Estra concurs with Fumbus's assessment but heads off to the Lair to tackle it head on.
Hand: Divine Blaze, Ghost Whip, Wand of Restorative Touch, Zellara's Harrow Deck, Pious Healer, Honaire,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 2
Box Reroll Used: N
NOTES:
Available Support: Wand of Restorative Touch - local heal/scourge removal
Pious Healer - more local healing
Harrow Deck - use to scout/reorder (especially if hour is harrow)
Movement: Estra will move with the group on location close.Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Death Grip (2), Steal Soul, Tome of Origami Animals, Urgathoa's Gluttony, Psychic Surgery, Divine Fortune, Ausio Carowyn, Falcon Crown, Death Grip, The Marriage, Staff of Dark Flame, Hypercognition, Pharasma's Knowing, Magistrate
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers:SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.
| BR - Scenario Update |
During This Adventure:
Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Building the Vault: The vault should contain all level 0, 1, 2, 3, 4 and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: 6-5D: An Unwelcome Reunion
Harrow: The Rabbit Prince - Suit: Keys
Before you attempt to close or guard a location, discard the top card of your deck.
Additional Rules: Dangers:
Story Bane
Type: Monster
Traits: Lich Undead Veteran
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.
Villain:
Lich (Trazavai - V1)
Henchman (Closing):
Castothrane, Knurlott, Lashton, Vampire, Mummy,
Active Peril
Hostile - When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
Scenario Level (#): 5
Turn: 1, Zetha/Chthonicthul
Monsters
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
Barriers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Spells
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
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.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
Allies
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
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.
Hour Power: On your check against an Animal or Elemental card, add 1d4.
Current Hour:
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hours Remaining: 29
Hourglass
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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.
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 Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
The 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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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 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.
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 All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The 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.
Location #1: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Fumbus/sirrogue, Estra/rhynndavrie, None
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 18
THEN Combat 21
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
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.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Location #2: 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: 5 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/Chthonicthul None
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
None None None
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
None None None
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
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: 4 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 26
Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
If undefeated, move to a random other location and bury 1d4 random cards from your discards.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Location #4: 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: 6 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
None None None
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Core
Spell 3
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 14
THEN Combat 18
Immune to Acid, Cold, Electricity, Mental, and Poison.
Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Location #5: 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: 5 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
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
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
None None None
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
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.
Location #6: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 5 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/Kulko. None
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
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 ?: 6
Located/Displayed Here: None
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
| Zetha - Chthonicthul |
Turn 1: Zetha/Gozreh's Growth
At start of turn, draw Xenarth and Orc Rager for character power.
Explore Ossuary Card #1: Sayona. Resistant to Cold is better than Immune, I suppose
Combat 25 to defeat Sayona, using Stealth plus adventure deck plus 2d6 for character power and discarding Fire Shield to add 1d8: 1d10 + 4 + 3 + 5 + 2d6 + 1d8 ⇒ (2) + 4 + 3 + 5 + (2, 5) + (3) = 24 Failure; recharge Stone Skin to re-roll the d10
Ahtez d10 re-roll: 1d10 ⇒ 4 Makes it a success; banished. Zetha has her hand size in hand, so does not need to do the AYA
I always forget to lead with Augury. Play Augury, calling Monster
Ossuary Card #2: Forbiddance
Ossuary Card #3: Steal Soul
Ossuary Card #4: Vampire. Oh, nice! My failure to remember Augury on the first explore plays off.
Cool. Vampire goes on top, and everything else shuffled underneath.
Discard Haste to explore top Ossuary Card - Vampire
First Combat 20 to defeat Vampire, using Stealth plus adventure deck plus 2d6 for character power and adding d8 for Fire Shield: 1d10 + 4 + 3 + 5 + 2d6 + 1d8 ⇒ (7) + 4 + 3 + 5 + (1, 4) + (2) = 26 Success
Second Combat 20 to defeat Vampire, using Stealth plus adventure deck plus 2d6 for character power and adding d8 for Fire Shield: 1d10 + 4 + 3 + 5 + 2d6 + 1d8 ⇒ (10) + 4 + 3 + 5 + (4, 5) + (3) = 34 Also a success; defeated and banished.
Summon and encounter the story bane Ancient Skeleton to close Ossuary
Before close check, though, discard top card of deck for scenario power: Cat
Combat 8 to defeat Ancient Skeleton, using Stealth plus adventure deck plus 2d6 for character power and adding d8 for Fire Shield: 1d10 + 4 + 3 + 5 + 2d6 + 1d8 ⇒ (1) + 4 + 3 + 5 + (4, 1) + (3) = 21 Defeated; Ossuary closed.
Zetha rushes through the boneyard to try to find a way to flank the lich. There are a few monstrosities roaming about, but she slips past them all and heads into the nearby Crypt. Seems a good a place as any to find a lich!
Reset hand and end turn.
Arcane 12 to recharge Fire Shield: 1d10 + 2 + 2 ⇒ (5) + 2 + 2 = 9 Failure; discarded
Arcane 8 to recharge Augury: 1d10 + 2 + 2 ⇒ (8) + 2 + 2 = 12 Success; recharged
Arcane 10 to recharge Haste: 1d10 + 2 + 2 ⇒ (2) + 2 + 2 = 6 Failure; discarded
Hand: Xenarth (summoned), Blessing of the Starsong, Blessing of the Master of Masters, Orc Rager (summoned), Potion of Healing, Monkey, Blessing of Abadar, Eagle Aerie,
Displayed: Ahtez,
Deck: 11 Discard: 3 Buried: 0
"Current Location: Crypt
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-5D?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
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)([X] or to add 1d6 to your check to defeat a barrier).
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
| Harsk from Kuslik by Kulko |
Turn 2: Harsk
The Hour is Old Deadeye
When this is the hour: On your check, if you are at a Wild location, add 1d4.
Start of Turn
Examine top card of location - Accursed Priest
Reveal Deathbane Throwing Axe
Recharge Our Lord in Iron to bless
recharge Achaekeks claws to save it from the priest and add 1d6
Reload Firepelt Cougar
CtD Combat 21: 1d6 + 5 + 1d6 + 3 + 1d8 + 1d8 + 1d6 + 1d6 + 1d6 ⇒ (2) + 5 + (5) + 3 + (8) + (4) + (2) + (5) + (5) = 39 Banished, no AyA because I have no blessing
End Turn
Reset Hand
Hand: Deathbane Throwing Axe, Seeking Longbow, Balmberry, Firepelt Cougar,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Hero Points: 0
Box Reroll Used: No
NOTES:
Available Support: Harsk can recharge a card to add 1d6 to any combat check
Use Blessings as needed
Middle of Deck (Unknown Order): The Savored Sting, Skoan-quah Boneslayer, White War Paint, Vindicator, Aerilaya, Deathbane Light Crossbow +1, Boots of Friendly Terrain, Plaguebringer's Mask (Loot), Bearskin Armor, Sergeant-at-arms, Ukwar Axe (Loot), Shoanti Barbarian Hide
Recharged: Achaekek's Claws (Loot), Our Lord in Iron,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1
Upgraded Supporters: Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).
Upkeep:
Oubliette #1 Banished
| Estra - Rhynn |
Turn 3, The Mute Hag
Hour Power: At the start of your turn, summon and encounter a spell.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Fumbus assistance on this would be good just to ensure we get it.
Divine Fortune-CtA: Divine 11: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12 Nice, going to just cast that now.
End of move step examine - Wyrmsmite. Might be able to get that with Honaire and the Divine Fortune but seems a waste of resources, let's Harrow Deck for something we can use/fight.
Zellara's Harrow Deck turns up Wyrmsmite, Summoning Trap, and Lashton. Well hello there henchman, pull him up to the top.
Estra uses her Harrow Deck and quickly zeroes in on the major threat in the Lair. Through a combination of sight and scouting, Estra leads Fumbus to Lashton, who immediately summons up a horde of Ancient Skeletons for everyone to fight.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Recharge Wand of Restorative Touch instead of taking damage. Ghost Whip for combat, Divine Fortune adds 1d6, Honaire adds 1d6+5.
Ancient Skeleton-CtD: Combat 23: 1d10 + 6 + 2d8 + 1d6 + 1d6 + 5 ⇒ (7) + 6 + (8, 4) + (4) + (3) + 5 = 37 Success, draw Honaire back to hand.
Pausing for other Ancient Skeleton encounters.
| Harsk from Kuslik by Kulko |
On my hand forgot to draw up to 6 cards
draw Plaguebringers Mask and Sergeant at Arms
Encounter Ancient Skeleton
BYA take one damage (Discard Sergeant at arms
reveal Deathbane Throwing axe
Recharge Balmberry for character power
CtD Combat 21: 1d6 + 5 + 1d6 + 3 + 1d8 + 1d8 + 1d6 ⇒ (4) + 5 + (2) + 3 + (4) + (2) + (4) = 24 Defeated
Hand: Deathbane Throwing Axe, Seeking Longbow, Plaguebringer's Mask (Loot), Firepelt Cougar,
Displayed:
Deck: 16 Discard: 1 Buried: 0
Hero Points: 0
Box Reroll Used: No
NOTES:
Available Support: Harsk can recharge a card to add 1d6 to any combat check
Use Blessings as needed
Middle of Deck (Unknown Order): Bearskin Armor, The Savored Sting, Shoanti Barbarian Hide, Ukwar Axe (Loot), Vindicator, Aerilaya, White War Paint, Boots of Friendly Terrain, Skoan-quah Boneslayer, Deathbane Light Crossbow +1
Recharged: Achaekek's Claws (Loot), Our Lord in Iron, Balmberry,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1
Upgraded Supporters: Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).
| Fumbus FNCG |
Recharge Elixir of Energy Resistance for alchemical aid to spell acquisition, then Skeleton attack!
Fumbus drops a BotElements after Skeletal strike, then retorts with divinely fortunate Acidic Bolas!
Ancient Skeleton CtD 23: 1d10 + 3 + 1d4 + 1d6 + 1d6 + 1d6 ⇒ (8) + 3 + (3) + (6) + (1) + (5) = 26 Success!
| Estra - Rhynn |
With the horde thinned out, Estra lines up a shot on Lashton, pausing just a moment for Fumbus to deal a staggering blow before lighting the lair up with divine fire.
Lashton-CtD: Combat 25: 1d10 + 6 + 4d8 + 1d6 + 1d6 + 5 ⇒ (1) + 6 + (7, 8, 8, 8) + (4) + (4) + 5 = 51 Success, Draw Honaire back to hand.
Estra and Fumbus head for the lair door with the fire in the lair backlighting them.
Discard Pharasma's Knowing to close.
Estra turns back to look as she reaches the door, hearing undead slowly move to try and escape the flame. She grabs the large iron bound door and heaves it to close.
Lair-CtC: Strength 9: 1d4 + 1d6 + 1d6 + 5 ⇒ (4) + (1) + (3) + 5 = 13
Estra follows after Fumbus, to offer the support of her ongoing Divine Fortune.
Estra, Spiritual Counselor ends her turn.
Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Zellara's Harrow Deck: Perception 12: 1d10 + 6 + 1d4 + 1d6 ⇒ (8) + 6 + (4) + (5) = 23 -> Zellara's Harrow Deck recharged.
Ghost Whip: Divine 8: 1d10 + 6 + 1d6 ⇒ (9) + 6 + (3) = 18 -> Ghost Whip recharged.
Divine Blaze: Divine 14: 1d10 + 6 + 1d6 ⇒ (2) + 6 + (5) = 13 -> Divine Blaze discarded.
Estra, Spiritual Counselor resets her hand.
Hand: Psychic Surgery, Magistrate, Ausio Carowyn, Pious Healer, Honaire, Urgathoa's Gluttony,
Displayed: Divine Fortune (acq),
Deck: 12 Discard: 2 Buried: 0
Hero Points: 2
Box Reroll Used: Y
NOTES:
Available Support: Physcic Surgery - heal local - 6 cards of Spell/Ally/Blessing
Ausio - 2d12 to acquire local
Magistrate - 1d8 to local Int/Wis/Dip
Pious Healer - more local healing
Use blessing if needed
Movement: Estra will move with the group on location close.Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Death Grip (2), Steal Soul, Tome of Origami Animals, Hypercognition, Staff of Dark Flame, The Marriage, Divine Fortune, Death Grip, Falcon Crown
Recharged: Wand of Restorative Touch, Ghost Whip, Zellara's Harrow Deck,
Discard Pile:Pharasma's Knowing, Divine Blaze,
Buried Pile:
Skills and Powers:SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.
| BR - Scenario Update |
During This Adventure:
Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Building the Vault: The vault should contain all level 0, 1, 2, 3, 4 and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: 6-5D: An Unwelcome Reunion
Harrow: The Rabbit Prince - Suit: Keys
Before you attempt to close or guard a location, discard the top card of your deck.
Additional Rules: Dangers:
Story Bane
Type: Monster
Traits: Lich Undead Veteran
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.
Villain:
Lich (Trazavai - V1)
Henchman (Closing):
Castothrane, Knurlott, Lashton, Vampire, Mummy,
Active Peril
Hostile - When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
Scenario Level (#): 5
Turn: 4, Fumbus/sirrogue
Monsters
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Barriers
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Weapons
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; 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.
Spells
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
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.
Items
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
Allies
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Blessings
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
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
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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: 26
Hourglass
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
The 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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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 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.
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 All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The 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.
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: 4 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 26
Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
If undefeated, move to a random other location and bury 1d4 random cards from your discards.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Location #4: 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: 6 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Zetha/Chthonicthul, None
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
None None None
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Core
Spell 3
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 14
THEN Combat 18
Immune to Acid, Cold, Electricity, Mental, and Poison.
Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Location #5: 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: 5 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Fumbus/sirrogue, Estra/rhynndavrie, None
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
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
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
None None None
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
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.
Location #6: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 4 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/Kulko, None
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
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 ?: 6
Located/Displayed Here: None
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
| Fumbus FNCG |
Turn 4, now is the hour of Orison.
While this is the hour: No effect.
Fumbus pretty tired from boss fight, but still poke around Dungeons a little. Just barely avoid mugging form Card 1: Sczarni Thief!
Reveal Acidic Bolas, 1d6 for Acid affinity, and recharge Blackfingers to bless.
Sczarni Thief CtD Combat 21: 2d10 + 3 + 1d4 + 1d6 + 1d6 + 1d6 ⇒ (9, 5) + 3 + (4) + (1) + (2) + (1) = 25 Success!
Thief dislikes Fumbus' retort. Fumbus dislikes near-empty hand and rests.
Hand: The Publican, Acidic Bolas, Elixir of Focus, Alkali Flask, Tangleburn Bag, Potion of Heroism,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Publican: bless twice at Urban
Focus: add your Craft skill to your local n/c
Heroism: 1d6 to all local character's checks for their turn
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-5D used? NO
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!
Middle of Deck (Unknown Order): The Carnival, Wyvern Poison, Galvanic Kopis +2, Twitch Tonic, Ambrosia, Dragon's Breath, Paralyze, Corrosion, Steel Ibis Lamellar, Liquid Persuasion
Recharged: Deathtrap in a Jar, Elixir of Energy Resistance, Flensing Jelly, Blackfingers,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (2)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""
UPKEEP:
Dungeons Card 1 BANISHED.
| Zetha - Chthonicthul |
Turn 5: Zetha/The Desert
At start of turn, draw Evoker and Gargoyle for character power.
Explore Crypt Card #1: Wyvern
BYA Constitution 8, banishing Evoker to use Stealth: 1d10 + 4 + 3 ⇒ (2) + 4 + 3 = 9 Success, no shenanigans
Combat 18 to defeat Wyvern, using Stealth plus adventure deck number plus 2d6 as per Ahtez power: 1d10 + 4 + 3 + 5 + 2d6 ⇒ (5) + 4 + 3 + 5 + (1, 2) = 20 Defeated; banished
Discard Monkey to explore Crypt Card #2: Hippogriff Rider
Discard Orc Rager for BYA Ranged Combat damage
Combat 18 for first check to defeat Hippogriff Rider, using Stealth plus adventure deck number plus 2d6 as per Ahtez power: 1d10 + 4 + 3 + 5 + 2d6 ⇒ (2) + 4 + 3 + 5 + (5, 5) = 24 Success
Combat 17 for second check to defeat Hippogriff Rider, using Stealth plus adventure deck number plus 2d6 as per Ahtez power: 1d10 + 4 + 3 + 5 + 2d6 ⇒ (7) + 4 + 3 + 5 + (6, 2) = 27 Defeated; banished
Why the flying guards in a crypt? Zetha doesn't see what the point would be, even though she is hit by a flying bardb from the wyvern. She snarls to herself as she draws the barb from her arm, slipping past them through the myriad door to the mirror realm.
Quaff Potion of Healing to feel better: 1d4 ⇒ 4 Entire discard healed
Reset hand and end turn.
Hand: Xenarth (summoned), Blessing of the Starsong, Blessing of the Master of Masters, Monkey, Blessing of Abadar, Eagle Aerie, Bound Shadow Demon, Gargoyle (summoned),
Displayed: Ahtez,
Deck: 14 Discard: 0 Buried: 0
"Current Location: Crypt
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-5D?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
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)([X] or to add 1d6 to your check to defeat a barrier).
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
| Harsk from Kuslik by Kulko |
Turn 6: Harsk
The Hour is Asmodeus's Tyranny
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. .
Start of Turn
Examine top card of location - Baykok
Trigger hands out 1d6 Force damage
Force Dam: 1d6 ⇒ 6 Of Course as always. Still no Armour so handwipe
Well I dont want to unwittingly walk into that guy again so keep him there. I will come back after a short visit to the base.
Move to base
explore and take Moise
Harsk is healed for 1: (Firepelt Cougar). Deck shuffled.
End turn
Reset Hand
No Weapon Found grrrr.
Hand: Skoan-quah Boneslayer, Our Lord in Iron, Bearskin Armor, Boots of Friendly Terrain, Shoanti Barbarian Hide, Balmberry,
Displayed: Moise (Supporter),
Deck: 11 Discard: 4 Buried: 0
Hero Points: 0
Box Reroll Used: No
NOTES:
Available Support: Harsk can recharge a card to add 1d6 to any combat check
Use Blessings as needed
Middle of Deck (Unknown Order): White War Paint, Deathbane Light Crossbow +1, Ukwar Axe (Loot), Vindicator, The Savored Sting, Achaekek's Claws (Loot), Firepelt Cougar, Aerilaya
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1
Upgraded Supporters: Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).
| Estra - Rhynn |
Turn 7, Iomedae's Justice
Hour Power: On your check against an Outsider card, add 1d4.
End of move step, examine - Urgathoa's Gluttony. Discard Ausio Carowyn to encounter.
Estra, knowing she's not entirely without resources, but definitely lacking in firepower at the moment, sends Honaire out for some scouting. He returns with knowledge of a shrine to Urgathoa. Estra follows and though most wouldn't understand she does offer up some thanks for Honaire's continued existence in her life.
Urgathoa's Gluttony-CtA: Divine 9: 1d10 + 6 ⇒ (5) + 6 = 11 Success.
Free explore (50% not a monster...), weapon 5, nice!
With Honaire infused by Urgathoa, Estra is about to leave when she spots a sling shot nestled in a nook in the shrine. Peering closer, it definitely looks like a powerful tool against the undead. Considering the current challenge, she reaches out to pick it up.
Honaire to try and pick up this thing, Urgathoa to bless it twice.
Deathbane Sling-CtA: Dexterity 13: 3d4 + 1d6 + 5 ⇒ (1, 4, 4) + (1) + 5 = 15 Success.
Estra knows this will be deadly to the undead in the right hands...but admits that's probably not hers, but she'll hold it for now.
Estra, Spiritual Counselor ends her turn.
Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile. Recharge Magistrate to add 1d8 on Wis for recharge.
Divine Fortune: Divine 13: 1d10 + 6 + 1d8 ⇒ (10) + 6 + (2) = 18 -> Divine Fortune recharged.
Estra, Spiritual Counselor resets her hand.
Hand: Deathbane Sling, Steal Soul, Death Grip, Honaire, Urgathoa's Gluttony,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Hero Points: 2
Box Reroll Used: Y
NOTES:
Available Support: Deathbane Sling - Freely recharge to add 2d8+1 to combat against Undead
Use blessing if needed
Movement: Estra will move with the group on location close.Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Divine Fortune (acq), Wand of Restorative Touch, Ausio Carowyn, Magistrate, Death Grip (2), Pharasma's Knowing, Hypercognition, Urgathoa's Gluttony (acq), Divine Blaze, Zellara's Harrow Deck, Ghost Whip, Divine Fortune, Pious Healer, Staff of Dark Flame, The Marriage, Tome of Origami Animals, Falcon Crown
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers:SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.
-----
Start of Fumbus's turn, Estra will heal all the spells/allies/blessings in her discard back with Psychic Surgery.
Hand above is after this heal.
| BR - Scenario Update |
During This Adventure:
Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Building the Vault: The vault should contain all level 0, 1, 2, 3, 4 and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: 6-5D: An Unwelcome Reunion
Harrow: The Rabbit Prince - Suit: Keys
Before you attempt to close or guard a location, discard the top card of your deck.
Additional Rules: Dangers:
Story Bane
Type: Monster
Traits: Lich Undead Veteran
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.
Villain:
Lich (Trazavai - V1)
Henchman (Closing):
Castothrane, Knurlott, Lashton, Vampire, Mummy,
Summoned Banes:
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
Active Peril
Hostile - When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
Scenario Level (#): 5
Turn: 8, Fumbus/sirrogue
Monsters
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Barriers
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Weapons
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
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 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Items
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Allies
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: 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: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hour Power: On your combat check, you may reveal any number of weapons; for each, add 1.
Current Hour:
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hours Remaining: 22
Hourglass
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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
The 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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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 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.
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 All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The 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.
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: 4 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 26
Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
If undefeated, move to a random other location and bury 1d4 random cards from your discards.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Location #4: 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 ?: 1
Located/Displayed Here: Zetha/Chthonicthul, None
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Core
Spell 3
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 14
THEN Combat 18
Immune to Acid, Cold, Electricity, Mental, and Poison.
Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Location #5: 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: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Fumbus/sirrogue, Estra/rhynndavrie, None
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
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
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
None None None
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
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.
Location #6: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 4 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
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 ?: 5
Located/Displayed Here: Harsk/Kulko, None
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
| Fumbus FNCG |
Turn 8, now is the hour of Our Lord in Iron.
While this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
Dungeons Card 1: Ghast
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
Fumbus quaffs Potiion of Heroism to fight through fatigue. Recharge Tangleburn Bag to give 1d4 to Estra on her check.
Ghast BA Fort 6: 1d8 + 1d6 ⇒ (5) + (6) = 11 Success!
Alkali Flask + Potion of Heroism.
Ghast CtD Combat 23: 1d10 + 3 + 3d6 + 1d6 + 1d6 ⇒ (8) + 3 + (4, 4, 3) + (3) + (3) = 28 Success!
Publican to explore.
Card 2: Shining Child
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
Eh, Fumbus can live with Dazed. Let it ride on Heroism!
Shining Child BA Fort 8: 1d8 + 1d6 ⇒ (6) + (6) = 12 Success!
Acidic Bolas + Potion of Heroism + alchemical power fueled by recharging Elixir of Focus.
Shining Child CtD Combat 20: 1d10 + 3 + 1d4 + 1d6 + 1d4 + 2d6 + 1d6 ⇒ (10) + 3 + (3) + (6) + (3) + (6, 4) + (6) = 41 Success!
Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Alkali Flask: Craft 13: 1d8 + 6 ⇒ (7) + 6 = 13 -> Alkali Flask recharged.
Potion of Heroism: Craft 9: 1d8 + 6 ⇒ (6) + 6 = 12 -> Potion of Heroism recharged.
Hand: Wyvern Poison, Acidic Bolas, Dragon's Breath, Galvanic Kopis +2, Twitch Tonic, Steel Ibis Lamellar,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Publican: bless twice at Urban
Focus: add your Craft skill to your local n/c
Heroism: 1d6 to all local character's checks for their turn
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-5D used? NO
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!
Middle of Deck (Unknown Order): Ambrosia, Corrosion, The Carnival, Paralyze, Liquid Persuasion
Recharged: Deathtrap in a Jar, Elixir of Energy Resistance, Flensing Jelly, Blackfingers, Tangleburn Bag, Elixir of Focus, Alkali Flask, Potion of Heroism,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (2)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""
UPKEEP:
Estra needs to make a Con 6 check or be Exhausted.
Dungeons Card 1 BANISHED.
Estra needs to make a Con 8 check or be Dazed.
Dungeons Card 2 BANISHED.
| Estra - Rhynn |
Ghast-BYA: Con 6: 1d6 + 1d4 ⇒ (2) + (4) = 6 Success!
Display Steal Soul on Fumbus's success.
Adding Steal Soul and Honaire to the check
Shining Child-BYA: Con 8: 1d6 + 1d4 + 1d6 + 5 ⇒ (3) + (1) + (5) + 5 = 14 Success
Fumbus ends his turn
Pychic Surgery: Perception 13: 1d10 + 6 + 1d4 ⇒ (8) + 6 + (4) = 18 Psychic Surgery recharged.
Hand: Deathbane Sling, Death Grip, Urgathoa's Gluttony,
Displayed: Steal Soul,
Deck: 19 Discard: 0 Buried: 0
Hero Points: 2
Box Reroll Used: Y
NOTES:
Available Support: Deathbane Sling - Freely recharge to add 2d8+1 to combat against Undead
Use blessing if needed
Movement: Estra will move with the group on location close.Deck, Discard, Buried:
Reloaded: Honaire,
Middle of Deck (Unknown Order): Pharasma's Knowing, Death Grip (2), Magistrate, Ausio Carowyn, Divine Fortune, Divine Fortune (acq), Staff of Dark Flame, Urgathoa's Gluttony (acq), Falcon Crown, Ghost Whip, Hypercognition, The Marriage, Divine Blaze, Tome of Origami Animals, Pious Healer, Zellara's Harrow Deck, Wand of Restorative Touch
Recharged: Psychic Surgery,
Discard Pile:
Buried Pile:
Skills and Powers:SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.
| Zetha - Chthonicthul |
Turn 9: Zetha/The Twin
At start of turn, draw Ash Giant and Wyvern for character power.
Explore Crypt Card #1: Irori's Mastery. I have four Monsters in hand, which is plenty, so will banish one to get this.
Acrobatics 9 to acquire Irori's Mastery, banishing As Giant to use Stealth as per character power: 1d10 + 4 + 3 ⇒ (8) + 4 + 3 = 15 Acquired
Discard Monkey to explore Crypt Card #2: Hordemaster
For BYA, encounter Zombie Minions
Combat 12 to defeat Zombie Minions, first check, using Stealth plus adventure deck number plus 2d6 as per Ahtez power: 1d10 + 4 + 3 + 5 + 2d6 ⇒ (2) + 4 + 3 + 5 + (6, 4) = 24 Success
Combat 19 to defeat Zombie Minions, second check, using Stealth plus adventure deck number plus 2d6 as per Ahtez power: 1d10 + 4 + 3 + 5 + 2d6 ⇒ (10) + 4 + 3 + 5 + (3, 6) = 31 Success; defeated and banished
Combat 25 to defeat Hordemaster, using Stealth plus adventure deck number plus 2d6 as per Ahtez power and recharging Irori's Mastery to Bless: 1d10 + 4 + 3 + 5 + 2d6 + 1d10 ⇒ (5) + 4 + 3 + 5 + (3, 5) + (1) = 26 Success; defeated and banished
Still over hand size, so discard Blessing of the Master of Masters to explore Crypt Card #3: Ember Ghoul. Second Monster 5 in a row...
Since Ember Ghoul is Vulnerable to Cold, Combat 16 to defeat it, using Stealth plus adventure deck number plus 2d6 as per Ahtez power: 1d10 + 4 + 3 + 5 + 2d6 ⇒ (2) + 4 + 3 + 5 + (4, 3) = 21 Success.
Banish Wyvern to auto-succeed at AYA Constitution check
Ah, now THESE enemies are what Zetha was expecting in a crypt. The zombies are easily evades; their master less so. She slips by her nonetheless. The ghoul that rises reacts horribly when Zetha uses her dimensional slide to shift through it, and is dissipates, squealing.
Reset and and end turn.
Hand: Xenarth (summoned), Blessing of the Starsong, Mist Horn, Blessing of Norgorber, Blessing of Abadar, Eagle Aerie, Bound Shadow Demon, Gargoyle (summoned),
Displayed: Ahtez,
Deck: 13 Discard: 2 Buried: 0
"Current Location: Crypt
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-5D?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
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)([X] or to add 1d6 to your check to defeat a barrier).
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
| Harsk from Kuslik by Kulko |
Turn 10:Harsk
The Hour is Zon-kuthon's Pain
When this is the hour: After discarding any number of cards as damage, draw a card.
When faced by the baykok Harsk is forced to retreat to the base where he is greeted by Boors throws him his spear. With the Monster in tow, Harsk turns around and rams the spear deep into the monsters chest.
Start of Turn
Still no weapon
Explore base[ooc]
[ooc]Find Boors and Banish him to draw weapons
Melee: Keen Spiked Chain
Ranged: Returning Totem Spear
Obviously Spear
recharge 0 cards and move back to Oubliette as per AP Power
discard to explore
Baykok again, but he is not my first ecplore, so eat totem spear dude.
reveal Totem Spear,
recharge Boots of Friedly Terrain
Display and Recharge Hide Armour
Combat 21: 1d6 + 5 + 1d8 + 2 + 1d6 + 5 + 1d6 ⇒ (5) + 5 + (3) + 2 + (6) + 5 + (6) = 32 Banished
Examine top card Basilisk, shuffle
Use Balmberry to heal a card
Harsk is healed for 1: (Seeking Longbow). Deck shuffled.
Harsk attempts to recover all cards in his Recovery pile.
Balmberry: Survival 8: 1d6 + 5 ⇒ (2) + 5 = 7 -> Balmberry Burried.
Harsk resets his hand.
Hand: Skoan-quah Boneslayer, Returning Totem Spear (Acq), Achaekek's Claws (Loot), Ukwar Axe (Loot), Firepelt Cougar, Deathbane Light Crossbow +1,
Displayed: Moise (Supporter), Bearskin Armor,
Deck: 11 Discard: 4 Buried: 1
Hero Points: 0
Box Reroll Used: No
NOTES:
Available Support: Harsk can recharge a card to add 1d6 to any combat check
Use Blessings as needed
Middle of Deck (Unknown Order): Shoanti Barbarian Hide, Aerilaya, The Savored Sting, Boots of Friendly Terrain, Seeking Longbow, White War Paint, Vindicator
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1
Upgraded Supporters: Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).
Upkeep
Boors Found, displayed and Buried
Returning totem spear Obtained
Oubliette #1 Banished
Oubliette #2 seen and shuffled.
| Estra - Rhynn |
Turn 11, Cayden Cailean's Revelry
Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Estra looks around for Zetha to pass the Deathbane sling to, but she appears to be otherwise distracted, with a shrug she tosses it over to Fumbus.
Weapon
Traits: Bludgeoning Magic Ranged Sling
To Acquire: Dexterity Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
End of move step examine - Aerilaya. Free explore to encounter.
Aerilaya-CtA: Diplomacy 12: 1d10 + 5 + 1d4 ⇒ (4) + 5 + (3) = 12 Success, draw Honaire back to hand successful Cha check.
Estra, keeping an eye out for Honaire's return, happens to catch a glimpse of a different spirit. After a bit of time she's able to convince Aerilaya not to attack and that her need for information at the moment was dire. Aerilaya beckons her down a nearby path, intent on showing her an ambush that has been laid against them. Estra thanks her for the information and then notices Honaire's return. Time to deal with that ambush.
Bury Aerilaya to explore.
At average...Fumbus any check to push it over I think.
Ambush-CtD: Perception 13: 1d10 + 6 + 1d4 + 1d4 ⇒ (2) + 6 + (4) + (2) = 14 Success.
Estra sends Honaire in to trip the ambush and then vanish as they monsters launch their attack. Unsure what just happened, they wander off to set up somewhere else.
Having exhausted most of her tricks, she starts running through her mental list trying to recall other spells and tricks that can bring this to a close sooner.
Tome of Origami Animals pulled during hand reset, just going to bury that now so I know what I'm working with - Wolverine, Firepelt Cougar, Hippogriff Fledgling
Hand: Death Grip, Wand of Restorative Touch, Honaire, The Marriage, Urgathoa's Gluttony,
Displayed: Steal Soul, Wolverine (Tome), Firepelt Cougar (Tome), Hippogriff Fledgling (Tome),
Deck: 15 Discard: 0 Buried: 2
Hero Points: 2
Box Reroll Used: Y
NOTES:
Available Support: Wand of Restorative Touch - local Heal/scourge removal
Firepelt - bury to add 1d6 to local combat
Use blessing if needed
Movement: Estra will move with the group on location close.Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Zellara's Harrow Deck, Magistrate, Divine Fortune (acq), Death Grip (2), Divine Fortune, Divine Blaze, Urgathoa's Gluttony (acq), Ghost Whip, Hypercognition, Pious Healer, Staff of Dark Flame, Falcon Crown, Ausio Carowyn, Pharasma's Knowing
Recharged: Psychic Surgery,
Discard Pile:
Buried Pile:Aerilaya, Tome of Origami Animals,
Skills and Powers:SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.
Update: Acquired card 1, banish card 2 at Dungeons
Fumbus: Passed over Deathbane Sling, used 1 any check.| BR - Scenario Update |
And by 1 and 2 - Estra really meant 3 and 4 from earlier posting...
During This Adventure:
Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Building the Vault: The vault should contain all level 0, 1, 2, 3, 4 and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: 6-5D: An Unwelcome Reunion
Harrow: The Rabbit Prince - Suit: Keys
Before you attempt to close or guard a location, discard the top card of your deck.
Additional Rules: Dangers:
Story Bane
Type: Monster
Traits: Lich Undead Veteran
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.
Villain:
Lich (Trazavai - V1)
Henchman (Closing):
Castothrane, Knurlott, Lashton, Vampire, Mummy,
Summoned Banes:
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
Active Peril
Hostile - When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
Scenario Level (#): 5
Turn: 12, Fumbus/sirrogue
Monsters
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
Monster 5
Traits:
Hag
Outsider
To Defeat:
Combat 21
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
Barriers
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Weapons
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Spells
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Allies
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Blessings
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.
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hour Power: No effect.
Current Hour:
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.
Hours Remaining: 18
Hourglass
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
The 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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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 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.
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 All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The 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.
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: 4 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 26
Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
If undefeated, move to a random other location and bury 1d4 random cards from your discards.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Location #4: 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: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/Chthonicthul, None
Core
Spell 3
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 14
THEN Combat 18
Immune to Acid, Cold, Electricity, Mental, and Poison.
Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Location #5: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Fumbus/sirrogue, Estra/rhynndavrie, None
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
None None None
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
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.
Location #6: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/Kulko, None
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
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 ?: 5
Located/Displayed Here: None
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
| Fumbus FNCG |
Turn 12, now is the hour of Prayer.
While this is the hour: No effect.
Fumbus yells to warn the dead at Dungeons. Dead yell back in form of a Card 1: Mummy! Fumbus finally use new Kopis! Also doctor with alchemy, flame on, bandage man! Recharge Kopis and Wyvern Poison.
Mummy CtD Combat 24 20 22: 1d10 + 3 + 1d4 + 2 + 1d4 + 2d6 + 10 ⇒ (10) + 3 + (2) + 2 + (2) + (6, 6) + 10 = 41 Success!
Flaming mummy flail around dungeons, run off down tunnel. Undead wails attract attention of danger: Lich (Trazavai).
Lich (Trazavai) BA Arcane 9: 1d8 + 4 + 1d4 + 1d6 ⇒ (3) + 4 + (4) + (4) = 15 Success!
Fumbus resists Lichy Woman's assault! Prolly good time to use Deathbane Sling from Estra. Light bullet on fire for good measure! Recharge Sling and Dragon's Breath.
Lich (Trazavai) CtD Combat 22 24: 1d10 + 3 + 1d4 + 3 + 1d8 + 2d8 + 1 + 1d4 + 1d6 ⇒ (8) + 3 + (2) + 3 + (4) + (5, 4) + 1 + (3) + (3) = 36 Success!
Lich crumples at touch of deathbane bullet, but Fumbus can still hear it laugh. Wear my liches at? Fumbus whirl to see it form up behind, then whirl Acidic Bolas to match! Better set those on fire, too. Recharge Twitch Tonic. Maybe gett some help from Harsk's plot-hating friend? Reveal Bolas, recharge Achaekek's Claws.
THEN Lich (Trazavai) CtD Combat 21 23: 2d10 + 3 + 1d4 + 1d6 + 1d4 + 2d6 ⇒ (5, 5) + 3 + (3) + (3) + (4) + (2, 2) = 27 Success!
Whew! Fumbus chase monster off again; it flee Dungeons like a little Lich.
Fumbus follow Estra to location and rest.
Hand: Ambrosia, Acidic Bolas, Paralyze, The Carnival, Liquid Persuasion, Steel Ibis Lamellar,
Displayed:
Deck: 14 Discard: 2 Buried: 0
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Ambrosia: heal and remove 2 scourges
CArnival: Bless and flip over 1 die
Persuasion: 1d8+6 to local Wis or ChaMovement: Move Fumbus with the party if location closes.
Die reroll for 6-5D used? NO
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!
Middle of Deck (Unknown Order): Corrosion
Recharged: Deathtrap in a Jar, Elixir of Energy Resistance, Flensing Jelly, Blackfingers, Tangleburn Bag, Elixir of Focus, Alkali Flask, Potion of Heroism, Galvanic Kopis +2, Wyvern Poison, Deathbane Sling, Dragon's Breath, Twitch Tonic,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (2)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""
UPKEEP:
Dungeons Card 1 BANISHED.
Dungeons CLOSED.
Fumbus and Estra move to PLACE.
Harsk recharges Achaekek's Claws.
| Zetha - Chthonicthul |
Turn 13: Zetha/Lamashtu's Madness
At start of turn, draw Gargoyle (a second) and Kazavon's Iron Golem for character power.
Explore Crypt Card #1: Restorative Touch
Divine 8 to acquire Restorative Touch, banishing Gargoyle to roll Stealth: 1d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10 Acquired
Recharge Bound Shadow Demon to examine top card of location: Hungry Smoke
Discard Blessing of Norgorber to explore it.
Perception 9 to defeat Hungry Smoke, banishing Kazavon's Iron Golem to use Stealth: 1d10 + 4 + 3 ⇒ (9) + 4 + 3 = 16 Defeated; banished
As she moves through the crypt, Zetha notices an inscription marked on the wall. Apparently some priest, buried here, has detailed an invocation for mercy as a headstone. Zetha notes the spell, hoping to try it later. As she stares at the stones, a bilous gas begins seeping from tiny holes in the mortar. The summoner quickly phases away from danger.
Reset hand and end turn.
Hand: Xenarth (summoned), Blessing of the Starsong, Mist Horn, Restorative Touch (acquired), Blessing of Abadar, Eagle Aerie, Stone Skin, Gargoyle (summoned),
Displayed: Ahtez,
Deck: 13 Discard: 3 Buried: 0
"Current Location: Crypt
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-5D?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
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)([X] or to add 1d6 to your check to defeat a barrier).
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
| Estra - Rhynn |
Estra draws Divine Fortune on Dungeon closing and moves to Crypt to try to nab some spells. Just in time to see Zetha find one.
| Harsk from Kuslik by Kulko |
OffTurn recharge Achhaeks claws
[ooc]Turn 14:Harsk
The Hour is Erastil's Eye
When this is the hour: If you are at a Wild location, you may discard a card to explore.
Start of Turn Examine Top card - Shock Kukri
No real chance to aquire so shuffle
Free explore
card: 1d10 ⇒ 6
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Luckily I did not examine this one, but still tough out.
Discard Zethas Blessing of Adabar to bless twice
Fortitude 13: 3d10 + 1 ⇒ (3, 6, 4) + 1 = 14 Banished
Need to search through my location for a undead or curse card. Since Kukri isnt and the rest is random I just look from the top.
Skeleton Minotaur Looks like an okay out for me so reload it.
Discard/recharge Firepelt Cougar
Display Skoan-Quah Boneslayer
Recharge check Survival 9: 1d6 + 5 + 1d6 ⇒ (2) + 5 + (5) = 12
Reveal Deathbane Light Crossbow
Recharge Ukwar axe for Character Power
CtD Combat 23: 1d6 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1d6 + 1d6 ⇒ (5) + 5 + (5) + 1 + (7) + (1) + (5) + (6) = 35 Banished
End Turn
Recharge Boneslayer
Reset Hand
Hand: The Savored Sting, Returning Totem Spear (Acq), Aerilaya, Seeking Longbow, White War Paint, Deathbane Light Crossbow +1,
Displayed: Moise (Supporter), Bearskin Armor,
Deck: 11 Discard: 4 Buried: 1
Hero Points: 0
Box Reroll Used: No
NOTES:
Available Support: Harsk can recharge a card to add 1d6 to any combat check
Use Blessings as needed
Middle of Deck (Unknown Order): Vindicator, Shoanti Barbarian Hide, Boots of Friendly Terrain
Recharged: Achaekek's Claws (Loot), Firepelt Cougar, Ukwar Axe (Loot), Skoan-quah Boneslayer,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1
Upgraded Supporters: Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).
Upkeep
Oubliette #2,6 Banished
Oubliete #1 seen
| Estra - Rhynn |
Turn 15, Rovagug's Destruction
Hour Power: On your check, you may banish a random blessing from your discards to bless.
Estra takes a moment to focus her energy and calls forth Divine Fortune to guide her allies as she descends into the Crypt to join Zetha.
End of move step examine - Knurlott...wow that's a lot of immunity, but I have a lot of dice for free. Discard Death Grip to encounter, adding 1d6 to Str/Dex/Con checks.
As Estra peers ahead she catches a glimps of Knurlott ahead, she pulls on her connection to the spirit world, cracks her knuckles loudly and steps forward to brawl.
Before acting each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. Estra will be using Dex or Str die, d6 from Estra power, Divine Fortune, Steal Soul to all of these. I'll add Honaire to the combats, and Urgathoa to the last one.
Knurlott-BYA: Dexterity 10: 1d4 + 1d6 + 1d4 + 1d6 ⇒ (4) + (4) + (1) + (6) = 15 Success, no damage.
Knurlott-CtD: Combat 17: 1d4 + 1d6 + 1d4 + 1d6 + 1d6 + 5 ⇒ (1) + (1) + (4) + (5) + (4) + 5 = 20 Success, draw Honaire back to hand. Then reload him for next combat...also discard Urgathoa to bless twice.
Knurlott-CtD: Combat 21: 3d4 + 1d6 + 1d4 + 1d6 + 1d6 + 5 ⇒ (1, 1, 1) + (6) + (1) + (4) + (6) + 5 = 25 Success, banished, draw Honaire back to hand.
Estra and Honaire step forward laying into Knurlott with the skill of prize fighters as Estra fuels her punches with ectoplasmic strength, shattering bones until Knurlott is no more.
Scenario effect - discard Ausio Carowyn before close attempt.
Crypt-CtC: Divine 10: 1d10 + 6 + 1d4 + 1d6 ⇒ (8) + 6 + (3) + (1) = 18 Closed
Estra ushers Fumbus and Zetha out and calls up a divine ward for the Crypt, securing it from further assault. She follows behind Fumbus as he chooses the next place to lock down.
Hand: Ghost Whip, Zellara's Harrow Deck, Wand of Restorative Touch, Honaire, Pharasma's Knowing, The Marriage,
Displayed: Steal Soul, Wolverine (Tome), Firepelt Cougar (Tome), Hippogriff Fledgling (Tome), Divine Fortune (acq),
Deck: 10 Discard: 3 Buried: 2
Hero Points: 2
Box Reroll Used: Y
NOTES:
Available Support: Wand of Restorative Touch - local Heal/scourge removal
Harrow Deck - use sometime before my turn, preferably when harrow hour
Use blessing if needed
Movement: Estra will move with the group on location close.Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Pious Healer, Urgathoa's Gluttony (acq), Falcon Crown, Divine Blaze, Magistrate, Death Grip (2), Hypercognition, Staff of Dark Flame, Divine Fortune
Recharged: Psychic Surgery,
Discard Pile:Death Grip, Urgathoa's Gluttony, Ausio Carowyn,
Buried Pile:Aerilaya, Tome of Origami Animals,
Skills and Powers:SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.
Update: Banish card 1, close Crypt.
Zetha/Fumbus: Dex/Acro 10 from Knurlott's BYA, but Divine Fortune is active.| BR - Scenario Update |
During This Adventure:
Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Building the Vault: The vault should contain all level 0, 1, 2, 3, 4 and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: 6-5D: An Unwelcome Reunion
Harrow: The Rabbit Prince - Suit: Keys
Before you attempt to close or guard a location, discard the top card of your deck.
Additional Rules: Dangers:
Story Bane
Type: Monster
Traits: Lich Undead Veteran
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.
Villain:
Lich (Trazavai - V1)
Henchman (Closing):
Castothrane, Knurlott, Lashton, Vampire, Mummy,
Summoned Banes:
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
Active Peril
Hostile - When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
Scenario Level (#): 5
Turn: 16, Fumbus/sirrogue
Monsters
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
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 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
None None None
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
Barriers
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Weapons
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
Allies
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Blessings
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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.
Hour Power: When you acquire a boon, you may recharge a card.
Current Hour:
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hours Remaining: 14
Hourglass
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
The 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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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 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.
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 All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The 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.
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: 4 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Fumbus/sirrogue, Zetha/Chthonicthul, Estra/rhynndavrie, None
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 26
Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
If undefeated, move to a random other location and bury 1d4 random cards from your discards.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Location #6: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/Kulko, None
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
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 ?: 5
Located/Displayed Here: None
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
| Fumbus FNCG |
OFFTURN:
Knurlott BA Dex 10: 1d10 + 2 + 1d6 ⇒ (8) + 2 + (4) = 14 Success!
Fumbus divinely bounces out of way of damage!
Turn 16, now is the hour of The Gold-Fisted.
While this is the hour: When you acquire a boon, you may recharge a card.
Ruin Card 1: Volcanic Storm.
Arcane + Fire bonus + Divine Fortune
Volcanic Storm CtA Arcane 11: 1d8 + 4 + 1d6 + 1d6 ⇒ (1) + 4 + (4) + (1) = 10 Fail! Alas.
Fumbus follow Carnival music in head and it lead to Card 2: Castothrane.
Castothrane BA Suffer Fire damage: 1d4 ⇒ 1 Reveal Steel Ibis Lamellar to reduce by 3. Then a random other character summons and encounters the story bane Wraith.
Random other character: 1d3 ⇒ 2 Harsk gets to fight a Wraith.
Then fight! Reveal Acidic Bolas, Divine Fortune, recharge a card (Liquid Persuasion) to add alch and lighting + affinities.
Castothrane CtD Combat 26: 2d10 + 3 + 1d4 + 1d6 + 1d6 + 1d4 + 2d6 ⇒ (4, 1) + 3 + (3) + (4) + (3) + (2) + (6, 4) = 30 Success!
Closing henchman defeated! Summon and defeat the danger to close. Where my liches at?
Lich (Trazavai) BA Arcane 9: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15 Success!
Then fight! Reveal Acidic Bolas, Divine Fortune, recharge a card (Ambrosia) to add alch and fire + affinities.
Lich (Trazavai) CtD Combat 22: 1d10 + 3 + 1d4 + 1d6 + 1d6 + 1d4 + 2d6 ⇒ (1) + 3 + (3) + (3) + (1) + (3) + (4, 5) = 23 Success!
Then fight some more! Reveal Acidic Bolas, Divine Fortune, recharge a card (Paralyze) to add fire and lighting + affinities.
THEN Lich (Trazavai) CtD Combat 21: 1d10 + 3 + 1d4 + 1d6 + 1d6 + 1d4 + 2d6 ⇒ (7) + 3 + (4) + (5) + (4) + (1) + (5, 5) = 34 Success!
*whew*
Fumbus chase lich away to last location. Random monster hiding in Ruin follow lich to Oubliette. Party mount up to follow!
Hand: Corrosion, Acidic Bolas, Deathtrap in a Jar, Elixir of Energy Resistance, Flensing Jelly, Steel Ibis Lamellar,
Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Corrosion: 1 die vs. Construct or Undead or Barrier
Deathtrap: 1d6 to local Combat or 1 die to local Disable
Jelly: 1d6 to local Combat or Disable
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-5D used? NO
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!
Middle of Deck (Unknown Order): 0
Recharged: Blackfingers, Tangleburn Bag, Elixir of Focus, Alkali Flask, Potion of Heroism, Galvanic Kopis +2, Wyvern Poison, Deathbane Sling, Dragon's Breath, Twitch Tonic, Liquid Persuasion, Ambrosia, Paralyze,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (2)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""
UPKEEP:
Ruin Card 1 BANISHED.
Harsk summon and encounter a Wraith.
Someone use a blessing.
Ruin CLOSED.
Random monster shuffled into Oubliette.
Everyone moves to Oubliette.
| BR - Scenario Update |
During This Adventure:
Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
Building the Vault: The vault should contain all level 0, 1, 2, 3, 4 and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.
During This Scenario: 6-5D: An Unwelcome Reunion
Harrow: The Rabbit Prince - Suit: Keys
Before you attempt to close or guard a location, discard the top card of your deck.
Additional Rules: Dangers:
Story Bane
Type: Monster
Traits: Lich Undead Veteran
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.
Villain:
Lich (Trazavai - V1)
Henchman (Closing):
Castothrane, Knurlott, Lashton, Vampire, Mummy,
Summoned Banes:
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
Active Peril
Hostile - When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
Scenario Level (#): 5
Turn: 17, Zetha/Chthonicthul
Monsters
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
CotCT
Monster 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Barriers
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Weapons
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
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 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Items
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Allies
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Blessings
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
Hour Power: When you suffer damage, suffer the scourge Plagued.
Current Hour:
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.
Hours Remaining: 13
Hourglass
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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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 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.
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 All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
The 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.
Location #6: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/Kulko, Fumbus/sirrogue, Zetha/Chthonicthul, Estra/rhynndavrie, None
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
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 ?: 5
Located/Displayed Here: None
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
| Harsk from Kuslik by Kulko |
Fumbus Turn: Harsk fights of a wraith[/b]
Reveal Deathbane Light Crossbow
Display White War Paint
Recharge returning Totem Spear for character Power
CtD Combat 23: 1d6 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1d8 + 1d6 ⇒ (5) + 5 + (6) + 1 + (2) + (5) + (7) + (5) = 36 Nailed him
Hand: The Savored Sting, Aerilaya, Seeking Longbow, Deathbane Light Crossbow +1,
Displayed: Moise (Supporter), Bearskin Armor, White War Paint,
Deck: 11 Discard: 4 Buried: 1
Hero Points: 0
Box Reroll Used: No
NOTES:
Available Support: Harsk can recharge a card to add 1d6 to any combat check
Use Blessings as needed
Middle of Deck (Unknown Order): Boots of Friendly Terrain, Shoanti Barbarian Hide, Vindicator
Recharged: Achaekek's Claws (Loot), Firepelt Cougar, Ukwar Axe (Loot), Skoan-quah Boneslayer, Returning Totem Spear (Acq),
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1
Upgraded Supporters: Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).
| Zetha - Chthonicthul |
On Estra's turn, Dexterity check
Dexterity 10 for Knurlott BYA, adding d6 for Divine Fortune: 1d10 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16 Success; no shenanigans
Turn 17: Zetha/The Sickness
At start of turn, draw Ash Giant Zombie and Bogeyman for character power.
Hand Restorative Touch to Estra
Explore Oubliette Card #1: Wounding Spear-axe
Strength 11 to acquire Wounding Spear-axe, banishing Bogeyman to use Stealth: 1d10 + 4 + 3 ⇒ (5) + 4 + 3 = 12 Acquired
I guess I should save her Blessings for others' checks, so will stop for now.
As they all head into the deep, dark pit, which is surely not the most opportune place to face their foe, Zetha quickly tells Estra of the incantation she learned from the priest's crypt. Perhaps Estra could use such a spell? Zetha certainly cannot.
A lone, long axe rests casually against the archway leading into the place. Hmm, OK, Zetha supposes this is the weapon with which they are to defeat their enemy? Although she can barely heft it, she picks the axe up and drags it dutifully along.
Reset hand and end turn, discarding Wounding Spear-axe as free discard.
Hand: Xenarth (summoned), Blessing of the Starsong, Mist Horn, Ash Giant Zombie (summoned), Blessing of Abadar, Eagle Aerie, Stone Skin, Gargoyle (summoned),
Displayed: Ahtez,
Deck: 13 Discard: 4 Buried: 0
"Current Location: Oubliette
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-5D?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
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)([X] or to add 1d6 to your check to defeat a barrier).
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
| Harsk from Kuslik by Kulko |
Turn18: Harsk
The Hour is The Marriage
When this is the hour: At the start of your turn, summon and encounter an ally.
After closing the last location, the fumbus stirs up the Lich. He is trying to escape to Harsk location, but hemmed in on all sides he is no match for the undead fighting weapon of the ranger. Hit by mutltiple Arrows and bombs from all directions he easily succumbs, this time Forever. .... Hopefully.
Start of Turn
summon and encounter an ally.
Sklar-quah Thundercaller (Cha 11 or defeat a barrier)
Well Defeat a barrier it is Hungry Smoke
Fumbus casts corrosion,
Zetha Blessses with Adabar
Perception 9: 4d6 + 5 ⇒ (6, 6, 1, 1) + 5 = 19 Suceeded, Thundercaller Acquired
Examine top card (#2)
Its the Lich
Free Explore
Estra blesses with Mariage using Fumbus as other character
ByA Constitution 9: 2d10 + 1d8 ⇒ (6, 10) + (2) = 18
reveal Deathbane Light Crossbow
Recharge Aerilaya to add 1d6
recharge savored sting to bless
Zetha Cast Eagle Aerie to add 1d8
Use Fumbus power once
CtD 1Combat 22: 2d6 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1d6 + 1d4 + 1d8 ⇒ (2, 4) + 5 + (3) + 1 + (3) + (3) + (2) + (1) + (2) = 26
reveal Deathbane Light Crossbow
Recharge Seeking Longbow to add 1d6
Estra discards Pharasmas Knowing to bless
Use Fumbus power once
Combat 21: 2d6 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1d6 + 1d4 ⇒ (3, 5) + 5 + (6) + 1 + (4) + (2) + (6) + (1) = 33 We win
Sklar-quah Thundercaller was Acquired.
| BR - Scenario Update |
6-5D: An Unwelcome Reunion
Development:
The body of Trazavai lays slain at your feet. Again. You know it’s only a matter of time until he comes back in some other form, but there’s no way to tell how long you have to find the solution. You’ve got to use whatever time you can to track down his true phylactery. Only once you’ve discovered and destroyed it will you be able to rest assured that the lich can do no further harm.
You won’t let him get away again.
Reward:
Loot: ally Darb Tuttle, armor Kazavon's Shield
Ally
Traits: Aristocrat Human
To Acquire: Charisma Diplomacy 15 OR Divine 13
On a local check to close or to guard, recharge to add 2d12. Discard to explore; if you encounter a barrier or a boon, recharge instead.
Armor
Traits: Loot Magic Offhand Shield
To Acquire: Constitution Divine Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter.
Adventure 5 Reward
Gain a hero point. Each character chooses a type of feat and increases their maximum number of that feat type to their tier +1.
| BR - Scenario Update |
Adventure 6: Death's Vengeance
6-6A: Storm of Ravenous Shadows
“All signs point to Virlych.” Venture-Captain Evni Zognoss folds her hands on her desk. She seems surprisingly chipper, given the sentence she just uttered. “The Lastwall Knights and I have been researching Trazavai’s history. It seems he has most likely hidden his phylactery in the hoard of his friend, the demilich Yln.”
You’ve heard of Virlych, though you’ve never been there. The forbidding Ustalavic province is a land ruled by monsters and undead. It has been many generations since it was home to any but the bravest and most foolhardy of explorers. Since the rise of the Whispering Tyrant, the land’s threats could only have become more dire.
“Locating Yln’s lair might have proven difficult, but luck was on our side.” The venture-captain gestures toward a tall woman with dark hair and blue-grey robes standing behind her. “Aviva Racovick has spent the past several years studying ancient sites in Virlych, and she believes she knows where the demilich resides.”
Racovick nods in greeting. “When Vigil was destroyed, my compatriots and I were investigating a newly discovered site rife with necromantic energies. I returned to Lastwall to aid in the defense against the Whispering Tyrant.”
“I suggest you take the next few hours to make any last-minute preparations,” said Zognoss. “Be sure to bring plenty of food and clean water; Virlych is short on both.”
You set out at first light. When you cross the border into Virlych, the land becomes more desolate, and the plant life scarcer and less recognizable. Keeping a close eye on your surroundings, you manage to easily defeat a few lone skeletons and avoid some larger hordes of zombies. Then, a few hours into your trek, clouds fill the sky and a sudden storm descends. Sheets of acidic rain burn against your skin, reducing your vision to only a few feet in front of you.
“We need to find shelter!” shouts Racovick, though you can barely hear her over the howling of the wind. “I think I know a—”
Before she can finish, lightning flashes in the sky, revealing a rotting figure in black armor atop a spectral horse. All around you, the shadows come to life. You realize they aren’t shadows at all, but hungry wraiths. And they don’t plan to let you pass.