| Zetha - Chthonicthul |
Zetha will start at the Den of Iniquity
She will display Ahtez at the beginning of Grazzle's turn.
Hand: Amulet of Life, Blessing of the Gods 4, Create Pit, The Publican, Detect Magic, Blessing of the Gods 2, Troubadour, Ahtez,
Displayed: Ahtez,
Deck: 9 Discard: 0 Buried: 0
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Blessing as needed.
Other: Dice Re-Roll Used for B?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| Radovan - Shnik |
The cutlery may be violent, but the bar still seems exceedingly well-stocked.
Start at Tavern
Hand: Appleslayer, Alaeron, Red Leathers, Kukri_C, Blessing of the Quartermaster 2, The Mute Hag_H,
Displayed:
Quang:
Fell Viridio:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support:
Movement:
Other: "
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (X or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
| BR Mhuirich |
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by #.
At the end of your turn, if your location has 7 – # or fewer cards, you may examine the top card of your location.
Additional Rules:
For the rest of this adventure, on your check you may recharge # cards to add 1d4 and the Magic trait.
Story Banes
Danger: Animated Object, Trapped Furniture
Villain: None
Henchmen (Closing): Mysterious Relic, Animated Objects—Proxy A
Core Story Bane 1
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item
Core Story Bane 1
Traits: Trap Trigger Veteran
To Defeat: Wisdom Perception 8+# OR Craft Disable 6+#
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.
Wildcards
DESPERATE
When you encounter a boon and do not acquire it, discard a card.
Harrows
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
CotCT Blessing 1
Traits: Harrow 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.
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.
Scenario Level (#): 1
Turn: 1, Grazzle/Grimsnik
Monsters
CotCT
Monster 1
Traits:
Human
Rogue
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Barriers
CotCT
Barrier 1
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Weapons
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Items
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Allies
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hour Power: Your non-combat check against a bane is blessed.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Hours Remaining: 29
Hourglass
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.
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 Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
The Rakshasa
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.
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
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.
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.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
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 Courtesan
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.
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The 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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Zetha/Chthonicthul, None
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
CotCT
Item 0
Traits:
Liquid
Magic
To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Location #2: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: Radovan/Shnik, Grazzle/Grimsnik, None
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Story Bane 1
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Intelligence
Knowledge 4+#
OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
CotCT
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy 6
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Valeros/Kulko, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Ally 0
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
CotCT
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
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Location #4: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Ally 1
Traits:
Human
Rogue
To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
CotCT
Blessing 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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
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.
| Grimsnik's Grazzle |
The hour is of the Uprising.
Grazzle strikes up a conversation with a Korvosan Dandy at the tavern.
Charisma 9: 2d8 + 1 ⇒ (2, 8) + 1 = 11 Discard Blessing of the Gods to be blessed. Discard The Lost to explore- healing Blessing of the Gods.
Grazzle notices a trapped barstool. Craft 6+1: 2d10 + 1 ⇒ (9, 6) + 1 = 16 Non-combat against banes are Blessed from Hour. Location Power to recharge Acolyte to explore.
He finds an empty scroll case. Int 4: 1d4 ⇒ 1
Hand: Korvosan Dandy, Sands of the Hour, Light Shield, Crocodile Skin Armor, Blessing of the Gods, Fireblade (core),
Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: available"
"
Middle of Deck (Unknown Order): Mace(core), Burst Bonds (core), Flame Staff (core), Soothing Word, Prayer, Orison, Cure (#2), Cure, Holy Light (core)
Recharged: Acolyte (core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.
Tavern
Acquire #1
Banish #2,3
| Zetha - Chthonicthul |
Turn 2: Zetha/Incitation
Draw Sczarni Thief as per character power
Explore Den of Iniquity Card #1: Longsword
Yeesh, Desperate makes this a fraught encounter
Dice=Strength 6 to acquire Longsword, banishing Sczarni Thief to use Stealth skill: 1d10 + 1 + 3 ⇒ (9) + 1 + 3 = 13 Acquired
Battle with the furniture is joined! As her companions begin to close ranks, Zetha jumps on a side table and reaches up to grab a decorative sword from the wall. A blade to hack at recalcitrant tables and chairs is just the thing, she things. She cannot quite reach it, but Ahtez draws the spirit of a long-dead Sczarni thief to extend his silk-clad arm and grab the sword for her. He hands her the weapon, bows elegantly, and disappears in a crackle of eggplant-colored light.
Discard Troubadour to explore Den of Iniquity Card #2: Henchman Proxy A3 - Animated Object
Since Zetha is the only character at the location, she encounters it.
Arcane 8 to defeat Animated Object, discarding Blessing of the Gods: 1d10 + 2 + 1d10 ⇒ (9) + 2 + (4) = 15 Defeated.
Summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item: 1d4 ⇒ 1 Weapon: Shortsword
Strength 4 to acquire Shortsword, discarding The Publican, which blesses twice at an Urban location: 1d4 + 2d4 ⇒ (1) + (2, 3) = 6 Acquired.
Card healed for playing Harrow: 1d2 ⇒ 1 Troubadour
Bury random boon to close location: 1d5 ⇒ 2 Blessing of the Gods (4). Den of Iniquity closed
The sword she has taken from the wall was crossed with another in a rack above a mantle; the companion sword wrests itself from the wall to chase after its mate. Not much of a swordswoman, Zetha struggles to beat the thing down with her newly-acquired one; only with some luck does she manage to drive it into the wall, where it quivers violently but is unable to pull itself free. Satisfied that it will not break out to stab her in the back, Zetha joins the battle with the rest of her companions.
Zetha moves to Office
Reset hand and end turn.
Hand: Amulet of Life, Longsword (acquired), Create Pit, Detect Magic, Blessing of the Gods 3, Augury,
Displayed: Ahtez,
Deck: 8 Discard: 2 Buried: 1
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Blessing as needed. Valeros, feel free to have me play Augury at start of your turn if you'd like.
Other: Dice Re-Roll Used for B?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| Valeros from Kuslik by Kulko |
Turn 3: Harsk
Draw Harrow The Owl
The Hour is Incitation
When this is the hour: No effect.
Zetha plays Augury for Barriers
Henchman B --> Trapped furniture -->Trigger
Henchman A --> Animated Object.
Wand of Force missile
Zetha needs to deal with the furniture immediately. Since its possible she looses and meets a second barrier which might affect Valeros, I press pause at this point.
| Zetha - Chthonicthul |
More of the furniture rises to greet the summoner!
Very little hope here; these are not good skills for Zetha. I guess she will Bless the check and hope for the best.
Craft 4 to defeat Trapped Furniture, discarding Blessing of the Gods: 1d4 + 1d4 ⇒ (3) + (3) = 6 So close!
Encounter second Barrier: Mad Prophet
Diplomacy 7 to defeat Mad Prophet: 1d10 + 1 ⇒ (3) + 1 = 4 Nope. That was just mean. Zetha is Dazed
A hatstand takes a potshot at Zetha, smacking her in the back of the head and leaving her momentarily dizzy.
Arcane 8 to recharge Augury: 1d10 + 2 ⇒ (9) + 2 = 11 Recharged.
Hand: Amulet of Life, Longsword (acquired), Create Pit, Detect Magic,
Displayed: Ahtez,
Deck: 9 Discard: 3 Buried: 1
"Hero Points Available/Used: 0/0 // Zetha has the following scourges marked:Dazed:"While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
"NOTES:
Available Support: Bot me as needed.
Other: Dice Re-Roll Used for B?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| Valeros from Kuslik by Kulko |
Turn 3 Continued
Explore and Meet Animated Object.
Attacks Random character
Valeros(1),Zetha(2): 1d2 ⇒ 1--> Valeros
While Valeros is distracted by the Sermon of the Mad Prophet the Letter Opener Rises into the air and attack him. Fortunately it gets entangled in the spikes of the Breast Plate and Valeros can easy break it with a hit from his Battleaxe
Discard BattleAxe
Reload Spiked Breastplate
Combat 14: 1d10 + 2 + 2d8 + 1d4 ⇒ (6) + 2 + (2, 5) + (1) = 16 --> Success
But now the desk tries to raise on its "hindlegs" and to trample Zetha. Valeros jumps to the rescue and tries to wrestle it down. He almost gets pushed into Zetha, but then he manages to establish a foothold agaist a Bookshelf and turn the desk upside down. Zetha and Valeros leave the room as fast as they can and nail down the door to face some new trouble.
Check to Close Location: Fortitude + Recharge Gemstone
Fortitude 6: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (2) = 9 --> Office Closed.
Move to slaughterhouse ( I was not sure if I would draw an ally)
Recharge Battleaxe and reset hand.
Hand: The Owl (Harrow), Spiked Breastplate, Heavy Shield, Korvosan Guard , Longspear,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.
Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Movement: Move me with the party if my location closes
Other: Guarding: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Half-Plate, Longsword, Cold Iron Greatsword, Thieves' Tools, Sands of the Hour (2), Prayer, Sands of the Hour, Horse, Pig
Recharged: Gem of Physical Prowess (Core), Battleaxe,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
Upkeep
Office #1 Banished by examination trigger (1 Random Barrier used)
Office #2 Banished
Office Closed
| Valeros from Kuslik by Kulko |
Turn 3 reloaded and continued
Explore Random Card
1d11 ⇒ 11 --> Encounter Sanctuary
Wisdom 6: 1d6 ⇒ 4 --> Fail
Discard Longsword
Display Spiked Breastplate.
recharge Longspear to cacle through deck
End turn.
Hand: The Owl (Harrow), Korvosan Guard , Heavy Shield, Gem of Physical Prowess (Core), Battleaxe,
Displayed: Spiked Breastplate,
Deck: 10 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.
Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Movement: Move me with the party if my location closes
Other: Guarding: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Sands of the Hour, Horse, Prayer, Thieves' Tools, Pig, Longsword, Cold Iron Greatsword, Half-Plate, Sands of the Hour (2)
Recharged: Longspear,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
Upkeep
Office reshuffled
Office #11 banished
| Radovan - Shnik |
Turn 4, The Twin
Hour: On your check, the first item or ally played is played freely.
Explore => Mysterious Relic (Henchman)
Recharge Blessing of the Quartermaster 2
Perception 7: 2d8 + 2 ⇒ (3, 2) + 2 = 7 => defeated
Closer than I expected. Probably should have added 1d4 to be sure.
Closing time. Radovan reveals Appleslayer; Grazzle reveals Korvosan Dandy
Tavern closed!
Seems like the bottles were emptier than they appeared. There is a lot of noise coming from the office, let's make sure everything is all right.
Move to Office; Grazzle moves somewhere
I guess it doesn't really matter where, since it's his turn coming up next.
Hand: Appleslayer, Alaeron, Red Leathers, Kukri_C, The Mute Hag_H,
Displayed:
Quang:
Fell Viridio:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support:
Movement: Move to Slaughterhouse if closed
Other: "
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
| BR Mhuirich |
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by #.
At the end of your turn, if your location has 7 – # or fewer cards, you may examine the top card of your location.
Additional Rules:
For the rest of this adventure, on your check you may recharge # cards to add 1d4 and the Magic trait.
Story Banes
Danger: Animated Object, Trapped Furniture
Villain: None
Henchmen (Closing): Mysterious Relic, Animated Objects—Proxy A
Core Story Bane 1
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor
2. Spell 4. Item
Core Story Bane 1
Traits: Trap Trigger Veteran
To Defeat: Wisdom Perception 8+# OR Craft Disable 6+#
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.
Wildcards
DESPERATE
When you encounter a boon and do not acquire it, discard a card.
Harrows
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
CotCT Blessing 1
Traits: Harrow 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.
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.
Scenario Level (#): 1
Turn: 5, Grazzle/Grimsnik
Monsters
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
CotCT
Monster 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Barriers
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
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.
Weapons
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 0
Traits:
Chain
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Armors
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Items
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison
To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Allies
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 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
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 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hour Power: At the start of your turn, examine the top card of your location; you may encounter it.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hours Remaining: 25
Hourglass
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
The Rakshasa
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.
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
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.
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.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
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 Courtesan
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.
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The 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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Radovan/Shnik, Grazzle/Grimsnik, Zetha/Chthonicthul, Valeros/Kulko, None
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Ally 0
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Barrier 1
Traits:
Curse
Task
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
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 #4: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Ally 1
Traits:
Human
Rogue
To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
CotCT
Blessing 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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
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.
| Grimsnik's Grazzle |
Grazzle moves to the Office upon the tavern closing
The hour is of the Theater. When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it- Wand of Force Missile.
Grazzle is unable to figure out the wand. Autofail on Wand of Force Missile
Grazzle is able to warn everyone before part of the floor drops. Wisdom 8: 2d10 ⇒ (7, 3) = 10 Discard Blessing of the Gods to be blessed. Using free explore.
Grazzle finds a helpful mouse. Survival 4: 1d10 + 2 ⇒ (4) + 2 = 6
Hand: Korvosan Dandy, Sands of the Hour, Light Shield, Crocodile Skin Armor, Mouse, Fireblade (core),
Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: available"
"
Middle of Deck (Unknown Order): Soothing Word, Burst Bonds (core), Prayer, Cure, Holy Light (core), Orison, Cure (#2), Mace(core), Flame Staff (core)
Recharged: Acolyte (core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.
Office
Banish 1, 2
Acquire 3
| Zetha - Chthonicthul |
Turn 6: Zetha/The Forge
Draw Evoker from box for character power
Explore Office Card #1: Tangle of Debris
Dexterity 5 to defeat Tangle of Debris, recharging Longsword to add d4 and the Magic trait: 1d10 + 1 + 1d4 ⇒ (9) + 1 + (1) = 11 Defeated; banished
Zetha clears some debris out of the way to make a space for the companions to act freely.
Reset hand and end turn. Get rid of Dazed.
Hand: Amulet of Life, Eloquence, Create Pit, Blessing of the Gods 1, Evoker, Detect Magic,
Displayed: Ahtez,
Deck: 9 Discard: 3 Buried: 1
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Blessing as needed; Bot me as needed.
Other: Dice Re-Roll Used for B?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| Valeros from Kuslik by Kulko |
OFF TURN: Forgot to mark the longsword as discarded correct Deckhandler[/b]
[ooc]Turn 7: Valeros
The Hour is The Rakshasa
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. [/ooc]
Move to slaughterhouse.
Encounter Necrophidian
Now with an ally at his side Valeros to turn to the kitchen where a slithering, clonking sound can be heard from the slaughterhouse. Valeros enter and immediately sees some skeleton-like snake. He readies his axe, but gets tricked when the beast pushes a side of meat at him from a nearby rack. He manages to get his shield up to deflect it but than hits himself onb the head while trying to step out of the way.
Combat 12: 1d10 + 2 + 1d8 ⇒ (5) + 2 + (3) = 10 -> Failure recharge shield to reroll d8
Combat 12: 7 + 1d8 ⇒ 7 + (2) = 9 ooc]-> Failure recharge shield to reroll d8[/ooc] --> Even worse
Recharge Spiked Breastplace
Recharge Korvosan Guard
Suffer Dazed
Reset Hand
Hand: The Owl (Harrow), Horse, Gem of Physical Prowess (Core), Thieves' Tools, Battleaxe,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1 // Valeros of Kuslik has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
NOTES:
Available Support: Blessings are available for use.
Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Movement: Move me with the party if my location closes
Other: Guarding: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Pig, Cold Iron Greatsword, Sands of the Hour, Prayer, Half-Plate, Sands of the Hour (2)
Recharged: Longspear, Heavy Shield, Spiked Breastplate, Korvosan Guard ,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
Upkeep:
Slaughterhouse #1 Undefeated shuffle pile
| Radovan - Shnik |
Turn 8, The Carnival
Hour: All damage is Mental damage that cannot be reduced.
Explore => Lookout
Diplomacy 5: 1d8 + 2 ⇒ (8) + 2 = 10 => acquired
Discard Lookout to explore => Sling
Dexterity 3: 1d8 ⇒ 3 => acquired
"I don't know what you're doing here, but... thanks? I guess?"
Discard Appleslayer to move to Slaugterhouse and examine
Random card: 1d11 ⇒ 5 => Henchman Proxy B3, Trapped Furniture
Encountered when examined
Recharge Sling_B to add 1d4
Disable 7: 1d8 + 1d4 + 2 ⇒ (3) + (4) + 2 = 9 => defeated
"Appleslayer, what did we say about peeing on the furniture? See, you made it angry. But, what was that hidden behind the desk?"
(Appleslayer, cont.) then explore
Random card: 1d10 ⇒ 1 => Necrophidian
Reveal & recharge Kukri, Zetha discards Blessing of the Gods 1
Combat 12: 2d8 + 1d6 + 2d4 + 2 ⇒ (8, 1) + (3) + (1, 3) + 2 = 18 => defeated
Discard Alaeron for location power
Thankfully Valeros had distracted the snake, allowing Radovan to sneak up from behind, but not before it managed to bite Alaeron with its venom.
End turn
Cards 1 and 5 from shuffled Slaughterhouse explored
Hand: Amadi, Blessing of Abadar, Red Leathers, Kama, The Mute Hag_H,
Displayed:
Quang:
Fell Viridio:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessing of Abadar if needed
Movement: Move to Office if closed
Other: "
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
| Grimsnik's Grazzle |
The hour is of prayer.
Grazzle moves over to the Slaughterhouse.
Random card: 1d9 ⇒ 8 Card #10- Henchman A
A rack of hooks starts flinging itself at Valeros.Random person in location G/V/R: 1d3 ⇒ 2.
| Valeros from Kuslik by Kulko |
Valeros barely manges to move his battleaxe between himself and the hook. The axe hooks into it and manages to break it but not before being taken out of his hands
Discard Battleaxe Recharge The Owl
Combat 14: 1d10 + 2 + 2d8 + 1d4 ⇒ (5) + 2 + (8, 7) + (4) = 26 --> Success
| Valeros from Kuslik by Kulko |
Encounter continued
boon type: 1d4 ⇒ 1 Weapon
Encounter Dagger and Autoaquire
Banish Horse to close location.
Move back to Office
Valeros examines the debris from the broken hooks and decides to use it as a makeshift dagger until he finds a better weapon. Then he looks back at all the horsemeat waiting for slaughter here and pushes veerybody out of the room before any more dinnerware can attack.
Hand: Dagger (Aquired), Gem of Physical Prowess (Core), Thieves' Tools,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1 // Valeros of Kuslik has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
NOTES:
Available Support: recharge the dagger for an extra 1d4 in a local combat if you need it.
Movement: Move me with the party if my location closes
Other: Guarding: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Cold Iron Greatsword, Sands of the Hour (2), Half-Plate, Sands of the Hour, Prayer, Pig
Recharged: Longspear, Heavy Shield, Spiked Breastplate, Korvosan Guard , The Owl (Harrow),
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
| Grimsnik's Grazzle |
Upon closing of the Slaughterhouse. Grazzle heads to the Laboratory.
Hand: Korvosan Dandy, Sands of the Hour, Light Shield, Crocodile Skin Armor, Mouse, Fireblade (core),
Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: available"
"
Middle of Deck (Unknown Order): Mace(core), Flame Staff (core), Orison, Cure, Soothing Word, Cure (#2), Prayer, Burst Bonds (core), Holy Light (core)
Recharged: Acolyte (core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.
| Valeros from Kuslik by Kulko |
One more thing i get to examine the top cards of all location ignoring triggers.
Office #2 Pit trap
Laboratory #1 Henchman B
No Allies so nothing is banished.
| Zetha - Chthonicthul |
Off-turn: Discard Blessing of the Gods for Radovan check
Turn 10: Zetha/Orison
Draw Boggard for character power
Explore Office Card #1: Pit Trap
Suddenly, the floor opens up beneath the summoner!
Dexterity 5 to defeat Pit Trap, recharging Create Pit to add 1d4 and the Magic trait: 1d10 + 1 + 1d4 ⇒ (4) + 1 + (2) = 7 Success! Banished.
She leaps nimbly out of the way, more annoyed than anything else.
Free explore for defeating Pit Trap of Office Card #2: Mouse
A mouse looks at her quizzically from a shelf. She holds out her hand in a rare gesture of friendship.
Stealth 4 to acquire Mouse: 1d10 + 1 + 3 ⇒ (1) + 1 + 3 = 5 Acquired.
The little fellow tentatively climbs aboard her waiting arm, finally accepting a bit of pemmican she holds out to it. The creature nibbles a bit, the leaps off and scampers down an aisle. Curios, Zetha follows.
Discard Mouse to explore Office Card #3: Tangle of Debris. Even though this is a Barrier, I don't get to recharge the Mouse because of the location ability.
She sees the mouse scurry beneath a pile of papers and furniture piled across the aisle. Zetha tries to climb over the precarious edifice.
Dexterity 5 to defeat Tangle of Debris, recharging Evoker to add 1d4 and the Magic trait: 1d10 + 1 + 1d4 ⇒ (5) + 1 + (2) = 8 Defeated; banished.
She climbs over the pile successfully, but more annoyed than before. Where was this mouse leading her? Out of mild frustration, she calls on Ahetz to gaze ahead and see what lie beyond.
Play Detect Magic to examine Office Card #4: Lookout
Ahtez shrugs at her, and indicates it is a man of some sort, waiting and watching. What is this new puzzle?
Reset hand and end turn.
Arcane 5 to recharge Detect Magic: 1d10 + 2 ⇒ (9) + 2 = 11 Recharged
Hand: Amulet of Life, Eloquence, Boggard, Blackwing Librarian, Crow, Scrying Mirror,
Displayed: Ahtez,
Deck: 8 Discard: 5 Buried: 1
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Bot me as needed. If Office is closed, she will go wherever is deemed most needed; no preference
Other: Dice Re-Roll Used for B?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| Valeros from Kuslik by Kulko |
Turn 11: Valeros
The Hour is: Orison
When this is the hour: No effect.
BotFG Effect: On a local check, discard to bless. If the hour's level is 0 (it is) , you may recharge instead.
Valeros is Dazed
You may explore only once per turn and you may not examine locations.
If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Explore to meet Lookout.
Recharge Gem for its power and Dagger for the Magic bonus because my hand gets reshuffled anyways
Valeros steps up to the windows and checks outside. Below he sees one of the villagers on Lookout for further ghosts. Valeros calls down to ask if he as noticed anything fishy or something ectoplasmy.
Charisma 5: 1d10 + 2 + 1d4 ⇒ (4) + 2 + (1) = 7
Hand: Battleaxe, Longspear, Dagger (Aquired), Sands of the Hour, Spiked Breastplate,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Recharge the dagger/the Battleaxe for an extra 1d4 in a local combat if you need it.
Use Blessing if needed.
Movement: Move me with the party if my location closes
Other: Guarding: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): The Owl (Harrow), Korvosan Guard , Prayer, Pig, Sands of the Hour (2), Cold Iron Greatsword, Half-Plate, Thieves' Tools, Gem of Physical Prowess (Core), Heavy Shield
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
Upkeep
Office #5 Aquired
| BR Mhuirich |
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by #.
At the end of your turn, if your location has 7 – # or fewer cards, you may examine the top card of your location.
Additional Rules:
For the rest of this adventure, on your check you may recharge # cards to add 1d4 and the Magic trait.
Story Banes
Danger: Animated Object, Trapped Furniture
Villain: None
Henchmen (Closing): Mysterious Relic, Animated Objects—Proxy A
Core Story Bane 1
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor
2. Spell 4. Item
Core Story Bane 1
Traits: Trap Trigger Veteran
To Defeat: Wisdom Perception 8+# OR Craft Disable 6+#
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.
Wildcards
DESPERATE
When you encounter a boon and do not acquire it, discard a card.
Harrows
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
CotCT Blessing 1
Traits: Harrow 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.
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.
Scenario Level (#): 1
Turn: 10, Zetha/Chthonicthul
Monsters
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Barriers
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Weapons
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Spells
Core
Spell 0
Traits:
Arcane
Attack
Force
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
CotCT
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Armors
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 0
Traits:
Book
Magic
To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Allies
CotCT
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Blessings
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hour Power: 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: 20
Hourglass
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
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 Courtesan
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.
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The 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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Radovan/Shnik, Zetha/Chthonicthul, Valeros/Kulko, None
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Grazzle/Grimsnik, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
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.
| Valeros from Kuslik by Kulko |
Reapplying Closing effect from Slaughterhouse
Find Phantasmal Apparition at top of Office
No Ally - No Cry eh No Banish
| Zetha - Chthonicthul |
Off-turn: Discard Blessing of the Gods for Radovan check
Turn 10 REDO: Zetha/The Publican
Draw Demonling for character power
Ahetz, glimpsing what might have been through splinters in the mirror dimension, laments the RP in an alternate dimension that never occurred.
Explore Office Card #1: Phantasmal Apparition
A phantasm slides out from between two shelves, menacing the summoner. She rolls her eyes.
Perception 5, banishing Demonling top use Stealth skill instead of Perception as her character power: 1d10 + 3 + 1 ⇒ (10) + 3 + 1 = 14 Defeated; banished
Ahtez sics a passing demonling on the phantasm, which goes shrieking into the Shadow Plane.
Play Detect Magic to examine Office Card #2: Henchman Proxy B2 (Trapped Furniture). Encounter due to Henchman power
The shelf reaches out to crush Zetha.
Craft 7 to defeat Trapped Furniture, banishing Evoker to use Stealth skill as per character power and recharging Create Pit to add d4 and the Magic trait: 1d10 + 3 + 1 + 1d4 ⇒ (2) + 3 + 1 + (1) = 7 Wow, all that and barely made it. Banished.
The combined power of Ahtez and Zetha bring the thing crashing down.
Reset hand and end turn.Arcane 5 to recharge Detect Magic: 1d10 + 2 ⇒ (9) + 2 = 11 Recharged.
Hand: Amulet of Life, Eloquence, Blackwing Librarian, Scrying Mirror, Researcher, Black Spot,
Displayed: Ahtez,
Deck: 6 Discard: 4 Buried: 1
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Bot me as needed. If Office is closed, she will go wherever is deemed most needed; no prefernce
Other: Dice Re-Roll Used for B?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| Valeros from Kuslik by Kulko |
Turn 11 Redo: Valeros
The Hour is: Orison
When this is the hour: No effect.
Valeros is Dazed
You may explore only once per turn and you may not examine locations.
If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Valeros shuffles through the office desk and finds some well crafted bracers.
Explore Find Bracers of Protection.
Recharge Gem for its power and Dagger for the Magic bonus
Intelligence 5: 1d10 + 1d4 ⇒ (9) + (3) = 12 --> Aquired
Recharge Battleaxe from discards and end turn.
Hand: Heavy Shield, Half-Plate, Sands of the Hour (2), The Owl (Harrow), Spiked Breastplate,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Recharge as much armor as you want for an extra 1d4 in a local combat if you need it.
Use Blessing if needed.
Movement: Move me with the party if my location closes
Other: Guarding: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Dagger (Aquired), Longspear, Prayer, Korvosan Guard , Battleaxe, Pig, Gem of Physical Prowess (Core), Cold Iron Greatsword, Thieves' Tools, Sands of the Hour
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
| Radovan - Shnik |
Turn 12, Calistria's Sting
Hour: You may avenge by discarding a card.
Well, I guess we know what the last card in the Office is.
Explore => Henchman Proxy A1 (Animated Object)
Random character who encounters
R/Z/V: 1d3 ⇒ 2 => Zetha
If Zetha fails to defeat the Henchman, we can avenge and I could even explore again, or if she fails to close the location, I'll have a chance at closing at the end of my turn, but if all goes well my turn is done.
Hand: Amadi, Blessing of Abadar, Red Leathers, Kama, The Mute Hag_H,
Displayed:
Quang:
Fell Viridio:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessing of Abadar if needed
Movement:
Other: "
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
| Zetha - Chthonicthul |
Zetha goes high, and Ahtez goes low. That lazy susan doesn't stand a chance.
Arcane 8 to defeat Animated Object, recharging Black Spot to add d4 and the Magic trait: 1d10 + 2 + 1d4 ⇒ (9) + 2 + (1) = 12 Defeated; banished
Hand: Amulet of Life, Eloquence, Blackwing Librarian, Scrying Mirror, Researcher,
Displayed: Ahtez,
Deck: 7 Discard: 4 Buried: 1
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Bot me as needed. If Office is closed, she will go wherever is deemed most needed; no prefernce
Other: Dice Re-Roll Used for B?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| Zetha - Chthonicthul |
Diplomacy 6 to close Office, recharging Scrying Mirror to add d4 and the Magic trait: 1d10 + 1 + 1d4 ⇒ (8) + 1 + (2) = 11 Location closed.
Zetha moves to Laboratory
Hand: Amulet of Life, Eloquence, Blackwing Librarian, Researcher,
Displayed: Ahtez,
Deck: 8 Discard: 4 Buried: 1
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Bot me as needed
Other: Dice Re-Roll Used for B?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| Grimsnik's Grazzle |
The hour is of the The Waxworks- Discard Sands of Time to not gain Exhausted. Discard top two cards to heal Zetha and Radovan 2 each
Grazzle points out some trapped furniture. Craft 6+1: 1d10 + 1 + 1d4 ⇒ (4) + 1 + (3) = 8 Recharge Light Shield of adventure power to add 1d4. Discard Mouse to explore- its a barrier so I can recharge mouse instead.
Grazzle avoids a Razor Snare trap. Survival 6: 1d10 + 2 ⇒ (10) + 2 = 12 Defeated. Discard Korvosan Dandy to explore.
He is unable to get a Clockwork Servant working again. Craft 6: 1d10 + 1 ⇒ (1) + 1 = 2
Hand: Soothing Word, Cure (#2), Burst Bonds (core), Crocodile Skin Armor, Orison, Fireblade (core),
Displayed:
Deck: 6 Discard: 6 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: available"
"
Middle of Deck (Unknown Order): Flame Staff (core), Prayer, Mace(core)
Recharged: Acolyte (core), Light Shield, Mouse,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.
Laboratory
1-3 banished
| Zetha - Chthonicthul |
Off-turn: Grazzle heals Zetha for two - thanks!
First card healed: 1d4 ⇒ 2 The Publican
Second card healed: 1d3 ⇒ 1 Blessing of the Gods
Turn 14: Zetha/The Courtesan
Draw Shadow as per character power
Explore Laboratory Card #1: Blast Stone
Intelligence 4 to acquire Blast Stone: 1d8 ⇒ 4 Acquired
A shiny rock! You never know when such a thing will come in handy, so Zetha pockets it without thinking.
Discard Blackwing Librarian to explore Laboratory Card #2: Giant Toad
But why a giant toad? Zetha confronts the thing uneasily. "Here...boy? Here, boy..." she holds her hands out in friendship. Suddenly the thing leaps! As a reflex, Zetha lunges to the side and hurls her new rock right at the toad's maw.
Combat 10 to defeat Giant Toad, banishing Blast Stone to add 2d4: 1d10 + 3 + 1 + 2d4 ⇒ (3) + 3 + 1 + (3, 1) = 11 Defeated; banished
The stone disappears down the toad's gullet...and BOOM! Explotoad all over the place.
Reset hand and end turn.
Hand: Amulet of Life, Eloquence, Researcher, Shadow, Crow, Augury,
Displayed: Ahtez,
Deck: 8 Discard: 3 Buried: 1
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Augury in hand; use if you'd like. Bot me as needed
Other: Dice Re-Roll Used for B?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| Valeros from Kuslik by Kulko |
Turn 15:Valeros
The Hour is The Cyclone
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
Valeros notices that the experiment in the corner is showing some very peculiar smoke. He stepps closer and the smokes takes shape and attacks. Valeros is unprepared has to fight it barehanded. He notices that the smoke seems to be hesitant to touch its iron Spiked breastplate so he just jumps in the middle of it. As soon as it touches the Breasplate the smoke puffs away.
Encounter Laboratory #6 Allip
Use Melee + Recharge Spiked Breastplate + recharge SotH to bless + recharge Owl for Scenario Power
Combat 14: 2d10 + 2 + 1d4 + 1d4 ⇒ (6, 4) + 2 + (2) + (1) = 15 --> Defeated
Recharge Longsword from Discards and reset hand
Valeros decides to check his backpack for more weapons before moving further between the aisles.
Hand: Heavy Shield, Half-Plate, Longspear, Battleaxe, Thieves' Tools,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Recharge armor or weapon for an extra 1d4 in a local combat if you need it.
Movement: Move me with the party if my location closes
Other: Guarding: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Gem of Physical Prowess (Core), Pig, Cold Iron Greatsword, Korvosan Guard , Prayer, Sands of the Hour, Dagger (Aquired)
Recharged: The Owl (Harrow), Sands of the Hour (2), Spiked Breastplate, Longsword,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
Upkeep
Laboratory #6 banished
| Radovan - Shnik |
Turn 16, Sands of the Hour
Hour: No effect
Explore => Spiked Volley
Well, that would be awful for everyone to fail.
Discard Blessing of Abadar, reveal Red Leathers
Acrobatics 9: 3d8 + 4 ⇒ (7, 1, 4) + 4 = 16 => defeated
"Duck!"
Discard The Mute Hag_H to examine => Holy Light
Won't explore
A Spell 1 which I can't acquire, I'll leave it for Grazzle who has much better odds.
Heal 1 card for playing Harrow => The Mute Hag_H
End turn
Recap: Lab card 7 banished, card 8 examined
Hand: Amadi, Lookout_B, Red Leathers, Kama, Kukri_C,
Displayed:
Quang:
Fell Viridio:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 0
"NOTES:
Available Support:
Movement:
Other: "
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
| Grimsnik's Grazzle |
The hour is of Erastil's Eye.
Discard two cards to heal Radovan and Zetha 2 each
Grazzle heals the party and himself. Cure Grazzle: 1d4 + 1 ⇒ (1) + 1 = 2 Cards healed: 2d8 ⇒ (1, 7) = 8 Soothing Word heals card: 1d6 ⇒ 2
Grazzle looks over the scroll Radovan spotted. Divine 8: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (1) = 10 Recharge burst bonds for adventure power
EOT- Discard Fireblade. Autorecharge Cure and Soothing Word
Hand: Holy Light (core) 2, Mace(core), Crocodile Skin Armor, Orison, Holy Light (core), The Lost,
Displayed:
Deck: 7 Discard: 6 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: available"
"
Middle of Deck (Unknown Order): Flame Staff (core)
Recharged: Acolyte (core), Light Shield, Mouse, Burst Bonds (core), Cure (#2), Soothing Word,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.
| Zetha - Chthonicthul |
Off-turn: healed for two by Grazzle (ta!)
First card healed: 1d3 ⇒ 2 Blessing of the Gods
Second card healed: 1d2 ⇒ 2 Blackwing Librarian
Turn 18: Zetha/Incitation
Draw Zombie as per character power
Play Augury, looking for Monster
Looks like we have: Phantasmal Minion, Elixir of Energy Resistance and the Henchman. Keep them in that order.
Explore Laboratory Card #1: Phantasmal Minion
Arcane 4 to acquire Phantasmal Minion: 1d10 + 2 ⇒ (6) + 2 = 8 Acquired
Zetha asks Ahtez to give her a hand. The smart aleck literally sends a fragmented mirror hand from the mirror dimension, which gloats around expectantly.
Discard Crow to explore Laboratory Card #2: Elixir of Energy Resistance
Intelligence 5 to acquire Elixir of Energy Resistance. banishing Zombie to use Stealth skill for check: 1d10 + 1 + 3 ⇒ (7) + 1 + 3 = 11 acquired
Seeing a phial sitting on a shelf, Zetha pockets it without even bothering to check what is inside. Resale!
Discard Researcher to explore Laboratory Card #3: Animated Object
Random local character encounters Animated Object, going in turn order with Zetha as 1: 1d4 ⇒ 3 Radovan is our lucky winner!
| Radovan - Shnik |
Off-turn, encounter Animated Object
Let's go all in!
Recharge Kukri_C, recharge Lookout_B for 1d4 ...All right, seems like "all in" really isn't much.
Combat 14: 1d8 + 1d6 + 3d4 + 4 ⇒ (2) + (4) + (1, 4, 1) + 4 = 16 => defeated
When defeated, random boon type: 1d4 ⇒ 2 => spell
Encounter new spell => Force Missile
Recharge Amadi for 1d4
Intelligence 4: 2d4 ⇒ (2, 2) = 4 => acquired
Don't expect anyone wants this, but just in case.
Won't attempt to close, since Zetha has better odds of acquiring the WPC spell. If she doesn't draw 3 Divine-only spells.
Back to Zetha!
| Zetha - Chthonicthul |
Intelligence 6 to close, banishing Shadow to use Stealth skill instead of Intelligence: 1d10 + 1 + 3 ⇒ (3) + 1 + 3 = 7 Location closed.
On closing, summon three spells and encounter one: Force Missile, Locate Object and Candlelight. Choose to encounter Locate Object
Arcane 6 to acquire Locate Object: 1d10 + 2 ⇒ (6) + 2 = 8 Acquired.
Reset hand and end turn.
Arcane 8 to recharge Augury: 1d10 + 2 ⇒ (8) + 2 = 10 Recharged.
Hand: Amulet of Life, Eloquence, The Publican, Troubadour, Blessing of the Gods 1, Elixir of Energy Resistance (acquired),
Displayed: Ahtez,
Deck: 8 Discard: 3 Buried: 1
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Bot me as needed
Other: Dice Re-Roll Used for B?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
| BR Mhuirich |
Development
The once-grand dining room is now a mess of glass and splinters, but at least it is no longer attacking you. As you hold your torch aloft, the unmistakable outline of a summoning circle drawn in silver shines in the dim light, in the spot where the dining table once stood.
Could this be connected to the spirits that haunt this place?
KRA-THOOOM!
Suddenly, a loud crash echoes down from upstairs. Perhaps there will be time to stare at circles later.
Reward
For the rest of this adventure, at the end of your turn, if your location has 7 – # or fewer cards, you may examine the top card of your location.
Acquired Cards
Korvosan Dandy (Ally 1)
Mouse (Ally 0)
Lookout (Ally 0)
Bracers of Protection (Item 0)
Holy Light (Spell 1)
Locate Object (Spell 1)
Sling (Weapon 0)
Longsword (Weapon 0)
Dagger (Weapon 0)
| BR Mhuirich |
Scenario C: Society of the Veil
The ghost boy flared at Mally and beckoned toward a door on the other side of the room. The children followed him, away from the ominous heavy tread on the stairs. Halurian tried the door, rattling the handle. Locked. The ghost boy misted back into light and sank into the mechanism; with a metallic click, the lock opened.
As the children shut the door behind them, the treading footsteps reached the bottom of the stairs. A moment later, the handle rattled vigorously, followed by a stream of cursing. Henda’s eyes shone with glee in the warm ghostlight; Mally could practically see her noting the curse words to shock their parents later. The light flared strongly for a moment, then the ghost boy touched Mally’s hand and pointed at the floor. The heavy tread pounded back up the stairs.
There, on the floorboards, a childish hand had burned a warning, or a promise.
“We are safe,” it read. “Daddy will take care of the bad people.”
The grand staircase creaks under your weight. With a deafening crack, a deep rift appears in the wall ahead. Spectral mice pour out, tumbling over themselves in their haste to escape an unseen threat. As quickly as they appeared, the mice vanish, and the wall knits itself back together behind them.
Quickly and carefully, you search the second floor. At first, you see little of note. One bedroom and another, a sitting room, a powder room. But as you round a corner, one door in particular stands out. Dozens of metal implements impale the door, from knives and forks to fire irons and even a cluster of sewing needles. Whatever’s on the other side of that door must be important. You open the door.
A brilliant light flashes. A small, silver circle, similar to the one under the dining table, adorns the floor just inside the room. It lasts for only a moment before imploding in a cloud of acrid smoke.
The children aren‘t here, but someone else is. A group of hooded figures huddles in the back corner of the room, daggers at the ready.
“The wards!” one screams. “Are you trying to get us all killed?”
When you ask them if they’ve seen signs of children around the house, they fall suspiciously quiet. You demand answers from the hooded group. Did they summon the spirits to drive the children off, or simply slink away and protect themselves when they knew the spirits were enraged? The fear in their leader's eyes morphs into outrage. With an arcane chant, she infuses her hand with violet energy.
Story Banes
Danger: Each time you encounter the danger, randomly choose a new Dragon’s Demand Undead story bane.
Villain: Planar Rift
Henchmen (Closing): Cultists (Society of the Veil)—Proxy A
During This Scenario
When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.
Harrowing
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+#
On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: Your Ranged check is blessed. To Acquire: Wisdom Melee 4+#
On a local check, discard to bless. On a distant check, recharge to bless. Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
CotCT 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.
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.
| BR Mhuirich |
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.
Additional Rules:
For the rest of this adventure, on your check you may recharge # cards to add 1d4 and the Magic trait.
For the rest of this adventure, at the end of your turn, if your location has 7 – # or fewer cards, you may examine the top card of your location.
Story Banes
Danger: Each time you encounter the danger, randomly choose a new Dragon’s Demand Undead story bane.
Core Story Bane 1
Traits: Skeleton Undead
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.
Core Story Bane 1
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
Core Story Bane 1
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.
Core Story Bane 2
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.
Core Story Bane 2
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Core Story Bane 2
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.
Villain: Planar Rift
Henchmen (Closing): Cultists (Society of the Veil)—Proxy A
Core Story Bane 1
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Harrows
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+#
On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: Your Ranged check is blessed. To Acquire: Wisdom Melee 4+#
On a local check, discard to bless. On a distant check, recharge to bless. Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
CotCT 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.
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.
Scenario Level (#): 1
Turn: 0, Zetha/Chthonicthul
Monsters
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Barriers
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Weapons
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Spells
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
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.
Core
Spell 0
Traits:
Arcane
Attack
Force
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
CotCT
Item 0
Traits:
Liquid
Magic
To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Allies
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
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: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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 Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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 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 Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Teamster
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.
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Location #1: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 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: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
Location #4: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #5: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
| Valeros from Kuslik by Kulko |
Valeros will start at the Ossuary
Hand: Spiked Breastplate, Gem of Physical Prowess (Core), Longspear, Cold Iron Greatsword, Sands of the Hour (2), The Eclipse (Harrow) ,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Recharge armor or weapon for an extra 1d4 in a local combat if you need it.
Movement: Move me with the party if my location closes
Other: Guarding: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Half-Plate, Longsword, Heavy Shield, Korvosan Guard , Sands of the Hour, Prayer, Pig, Battleaxe, Standard Bearer, Thieves' Tools
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
| Grimsnik's Grazzle |
Starting at Ossuary.
Hand: Holy Light (core), Crocodile Skin Armor, Fireblade (core), Cure (#2), Cure, Life Drain (core), The Winged Sepernt,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: available"
"
Middle of Deck (Unknown Order): Blessing of the Gods, Flame Staff (core), Mace(core), Light Shield, Burst Bonds (core), Orison, Sands of the Hour, Acolyte (core), Prayer
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([x ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.
| Zetha - Chthonicthul |
Zetha heads cautiously down some Twisting Passages in an attempt to outflank their foe.
Hand: Scrying Mirror, Augury, Blessing of the Gods 3, Crow, Blackwing Librarian, Amulet of Life, Ahtez, The Carnival,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Blessings as needed; Bot me as needed. If location is closed, move to Dungeons
Other: Dice Re-Roll Used for C?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).
At start of first turn, Zetha will display Ahtez
| Radovan - Shnik |
Radovan will follow the main group to the Ossuary.
If you need to summon a monster at my location because of the scenario power, feel free to assign it to me and draw one; if it can be evaded, Radovan will do that and you can continue with your turn.
Well, all my allies in my starting hand...
Hand: Zae, Appleslayer, Amadi, Alaeron, Blessing of the Quartermaster 1, The Midwife_H,
Displayed:
Quang:
Norge:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings as needed
Movement: Crypt if closed
Other: "
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
| BR Mhuirich |
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.
Additional Rules:
For the rest of this adventure, on your check you may recharge # cards to add 1d4 and the Magic trait.
For the rest of this adventure, at the end of your turn, if your location has 7 – # or fewer cards, you may examine the top card of your location.
Story Banes
Danger: Each time you encounter the danger, randomly choose a new Dragon’s Demand Undead story bane.
Core Story Bane 1
Traits: Skeleton Undead
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.
Core Story Bane 1
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
Core Story Bane 1
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.
Core Story Bane 2
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.
Core Story Bane 2
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Core Story Bane 2
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.
Villain: Planar Rift
Henchmen (Closing): Cultists (Society of the Veil)—Proxy A
Core Story Bane 1
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Harrows
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+#
On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: Your Ranged check is blessed. To Acquire: Wisdom Melee 4+#
On a local check, discard to bless. On a distant check, recharge to bless. Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
CotCT 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.
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.
Scenario Level (#): 1
Turn: 1, Valeros/Kulko
Monsters
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Barriers
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Core
Barrier 1
Traits:
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 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Weapons
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 0
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Items
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Allies
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
CotCT
Ally 0
Traits:
Human
Magus
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
CotCT
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy 6
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
Blessings
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
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.
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hours Remaining: 29
Hourglass
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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 Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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 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 Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Teamster
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.
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Location #1: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
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: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Shnik, Grazzle/Grimsnik, Valeros/Kulko, None
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Core
Story Bane 1
Type: Barrier
Traits:
Magic
Obstacle
Veteran
To Defeat:
Combat 11+##
OR Arcane
Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.
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: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
CotCT
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Location #4: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
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
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #5: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zetha/Chthonicthul, None
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
| Valeros from Kuslik by Kulko |
Turn 1: Valeros
The hour is The Tangled Briar
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Valeors wants to run after the cultist, but Radovan warns him of a trap and sugggest they let him scout with his devil first. Good choice as there is a undead plaguebearer waiting inside the Ossuary.
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded. Unfortunately Radovan has to beat a fortitude check to use his evade power.
Valeros follows him, and gets immediately attacked by an Owl skeleton swooping in from the other side.
Display Spiked Breastplate
BYA Melee 5: 1d10 + 3 ⇒ (2) + 3 = 5 --> Sucess
Discard Greatsword for extra damage. Recharge Eclipse for scenario power
Combat 14: 1d10 + 3 + 1d12 + 1d10 + 1d4 ⇒ (6) + 3 + (5) + (6) + (3) = 23
| Radovan - Shnik |
Off-turn, encounter Plaguebearer
Recharge Alaeron to add 1d4
Fortitude 7: 1d8 + 1d4 + 2 ⇒ (3) + (2) + 2 = 7 => passed
Use Quang to evade
| Radovan - Shnik |
Turn 2, Gorum's Iron
Hour: On your non-Attack combat check, add 1.
SoT, reveal Amadi to examine deck => Compass 2
Put Compass 2 on bottom
Explore => Acid Burst
Intelligence 4: 1d4 ⇒ 3 => failed
Discard Zae to explore => Accursed Priest
Before encounter, summon new monster => Attic Whisperer
Evade Attic Whisperer with Quang
Discard The Midwife_H to replace Accursed Priest with new monster => Goblin Troublemaker
Heal a card for playing Harrow => The Midwife_H
BA, Acrobatics 4: 1d8 + 1d4 + 3 ⇒ (5) + (4) + 3 = 12 => passed
Recharge Amadi to add 1d4
Combat 9: 1d8 + 4d4 + 2 ⇒ (1) + (1, 1, 3, 4) + 2 = 12 => defeated
End turn
Ossuary cards 2&3 explored
Hope I used enough cards to draw a weapon => yes!
Hand: Kama, Appleslayer, Blessing of Abadar, Compass 2, Blessing of the Quartermaster 1,
Displayed:
Quang:
Norge:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings as needed
Movement: Crypt if closed
Other: "
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
| Grimsnik's Grazzle |
The hour is of the The Uprising.
Grazzle finds a broken scythe. Str 9: 1d6 + 1d4 ⇒ (3) + (2) = 5 Recharge Cure #2 for adventure power.
Grazzle scrys the crypt to spot a scroll. Discard Wing Serpent to examine top card of Crypt- Commune. Choosing not to move and explore.
Hand: Holy Light (core), Fireblade (core), Cure, Life Drain (core), Crocodile Skin Armor, Blessing of the Gods,
Displayed:
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: available"
"
Middle of Deck (Unknown Order): Sands of the Hour, Light Shield, Burst Bonds (core), Mace(core), Flame Staff (core), Prayer, Orison, Acolyte (core)
Recharged: Cure (#2),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([x ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.
Current Location Ossuary
Banish #4.
Crypt- #1= Commune
| Zetha - Chthonicthul |
Off-turn: display Ahtez
Turn 4: Zetha/The Joke
Draw Goblin Troublemaker and Azer as per character power
Play Augury, calling Monster
Twisting Passages Card #1: Spiked Volley
Twisting Passages Card #2: Dire Badger
Twisting Passages Card #3: Ratling
Put both monsters at the bottom of the deck, Dire Badger on top.
Explore Twisting Passages Card 1: 1d8 ⇒ 7 Henchman Proxy A3 (Cultist). Ha! Awesome.
Would encounter a Monster first - that would be Strangler - but will banish Azer to evade that monster.
Zetha quickly asks Ahetz to check down several of the passages ahead of her; her mirror self reports that there are vermin down several and a nasty trap down another, so the summoner follows other paths. She turns a corner to find one of the robed figures stalking around, not looking her way. The two see each other at the same time, and the man reaches for her throat.
Combat 12 to defeat Cultist, discarding Blessing of the Gods: 1d10 + 1 + 3 + 1d10 ⇒ (4) + 1 + 3 + (1) = 9 Ouch. Recharge Crow tp reroll one die as per Ahtez power
Ahtez reroll of the d10 1: 1d10 ⇒ 7 Success! That's a nifty power.
The cultist slumps to the ground, pieced through the eye by Zetha's crow-shaped throwing brooch.
Wisdom 6 to close Twisting Passages, banishing Goblin Troublemaker to use Stealth skill in stead of Wisdom and discarding The Carnival to Bless: 1d10 + 1 + 3 + 1d10 ⇒ (7) + 1 + 3 + (10) = 21 Location closed
Move to random other location as per Twisting Passages power: 1d5 ⇒ 1 Crypt
Reset hand and end turn.
Arcane 8 to recharge Augury: 1d10 + 2 ⇒ (7) + 2 = 9 Recharged
Hand: Scrying Mirror, Blackwing Librarian, Eloquence, Amulet of Life, Black Spot, Blessing of the Gods 1,
Displayed: Ahtez,
Deck: 8 Discard: 2 Buried: 0
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Blessing as needed; Bot me as needed. If location is closed, move to Blood Pool
Other: Dice Re-Roll Used for C?: 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
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 ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).