
Radovan Z. |

Correction for BR: Radovan is at the Lair, not the Ravine. He moved to the Ravine at the start of his turn, but just so he could set up moving back to the Lair when he played Appleslayer (which requires moving). I should have highlighted that.
Therefore, when Kess took damage from Baykok at the start of Radovan's turn, no cards were discarded from Lair (occupied by both Radovan and Siwar) but 1 card should have been discarded from Ravine (unoccupied).
It is the hour of Old Deadeye
Hour Power: On your check, if you are at a Wild location, add 1d4.
Kess examines and rearranges top 3 cards using Ambusher: put Wyvern on top, then Baykok, then Accursed Priest.
Give card: Swipe to Siwar
Move: Swamp
Location Power: When you fail a check to defeat a monster, suffer the scourge Wounded.
Free exploration
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
BYA Fort 8, Belt, hour power: 1d8 + 2 + 1d4 + 1d4 ⇒ (8) + 2 + (4) + (3) = 17
Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
Combat 18, Belt, hour, reveal sai: 1d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 3 ⇒ (6) + 6 + (3) + 2 + (1, 3) + (1) + 3 = 25
Radovan Power: draw Random monster 1 - Mammoth (3) - display on Norge.
Discard Keren Rhinn to move to Lair, then explore
Location Power: The difficulty to defeat story banes is increased by 2.
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
Radovan, Norge: 1d4+1 (+Fire)
Ask Siwar to discard The Healing Light
Combat 21, Belt, hour, reveal sai: 2d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 1 ⇒ (3, 3) + 6 + (4) + 2 + (3, 1) + (4) + 1 = 27
The Healing Light: heal 1 card from Radovan - Keren Rhinn is the only card in discards
Radovan Power: draw Random Monster 2 - Manticore (3) and display on Quang
Recharge (because Wild location) Old Deadeye to explore
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Radovan, Norge: 1d4+1 (+Fire)
Ask Siwar to discard Blessing of Abadar 1
Combat 11+5+5=21, Belt, hour, reveal sai: 2d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 1 ⇒ (1, 1) + 6 + (4) + 2 + (4, 4) + (1) + 1 = 24
AA: no local characters have any blessings in hand, so nothing to bury.
Radovan Power: random monster 3 is Orc Rager (2) - display on Quang
Discard Snick to explore
Shuffled Siege Deck: 1d17 ⇒ 4
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
What kind of Evoker?: 1d6 ⇒ 6 A Poison evoker - Radovan's favorite kind!
BA Radovan 1, Siwar 2: 1d2 ⇒ 2
Siwar takes 1 Poison dmg. I don't think she has any way to reduce it, in which case banish the top card of Lair and Ravine (Trail is already closed).
Radovan Power: 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 - Random Monster is Gargoyle (4) - display on Quang.
Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card - Random Monster is Emperor Cobra (3) - display on Fell Viridio.
Fell Viridio: banish Emperor Cobra to +2d6+ its adventure deck number (3)
Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
Combat 10+5+5=20, Belt, hour, reveal sai: 1d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 3 + 2d6 + 3 ⇒ (1) + 6 + (4) + 2 + (3, 3) + (2) + 3 + (1, 3) + 3 = 31
Radovan Power: when defeat a monster, draw and display a monster. BR, we are out of random monsters. I'll display whatever monster is drawn on Quang.
[ooc]End turn
Reset Hand
Turn Summary:
* Gave Swipe to Siwar
* Siege deck is still shuffled. Cards 1, 2, 4, 5, 7, 12, and 13 have all been banished.
* Siwar discarded The Healing Light and Blessing of Abadar 1.
* Then Siwar took 1 Poison dmg. If she isn't able to reduce it then in addition to the dmg, the top card of Lair and Ravine are both discarded.
* Radovan is at the Lair
* Radovan needs to display (on Quang) one additional random monster
Hand: Adamantine Sai +2, Wayfinder (Core), Belt of Physical Might, Appleslayer, The Savored Sting, The Uprising,
Displayed: Mammoth (Norge 3), Ember Ghoul (Norge 5), Moon Maiden Armor, Emperor Scorpion (Fell 4), Manticore (Quang 3), Orc Rager (Quang 2), Gargoyle (Quang 4), Random Monster TBD (Quang),
Deck: 9 Discard: 1 Buried: 1
Current Location: Lair
Hero Points: 1
Paizo merch reroll: Available
NOTES:
Available Support: Blessings and other cards are available unless stated otherwise.The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
The Savored Sting: recharge to bless a local check; recharge to let any character avenge [Radovan will do this if anyone needs avenging]
Movement: If location closes, move to: with the rest of the group, or if splitting up, to XOther: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.
If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.
Middle of Deck (Unknown Order): The Joke, Rodrick, Cleric of Nethys, Sable Company Leathers, The Winged Serpent, Alaeron, Keren Rhinn, Zae
Recharged: Old Deadeye,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
Diplomacy: Cha +2
Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.

BR Mhuirich |

During This Adventure:
During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
While using a power that examines cards, you may treat the siege pile as your location.
When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
If the last location closes, you lose.
Additional Rules:
Story Banes
Danger: Scenario Deck Card 1
Villain: None
Henchman (Non-Closing): Scenario Deck Card 2—Proxy A
Scenario Level (#): 5
Turn: 15, Siwar/Iceman91
Monsters
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
CotCT
Monster 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Barriers
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Weapons
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Armors
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Allies
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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: 15
Hourglass
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The 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.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The 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.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Ancient Skeleton
Core
Story Bane 1
Type: Monster
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
Danse Macabre
CotCT
Story Bane 5
Type: Barrier
Traits:
Skirmish
Undead
To Defeat:
Combat 28
OR Dexterity
Acrobatics
Wisdom 11
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Mithrodar the Chained
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Henchman Proxy A4
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.
Knurlott
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 14
THEN Combat 18
Immune to Acid, Cold, Electricity, Mental, and Poison.
Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Dispelling Mist
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Catoblepas
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Soul Mistress
CotCT
Monster 5
Traits:
Hag
Outsider
To Defeat:
Combat 21
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
Ash Giant
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Location #1: Campsite
Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Kess/wkover, None
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/AbrahamZ., Siwar/Iceman91, None
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Location #3: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Location #5: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Talitha/MauveAvenger, None
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
CotCT
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
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Siwar - Iceman |

Off-turn: Mindscape cast, blessings played, damage taken (discarded Yap)
Radovan gets Shining Child from random monster pile
Siwar's turn
Hour of the Orison
Free explore of Siege #1: Warband
Traits: Skirmish, Veteran, Trigger
To Defeat: None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Summon Cave Bear
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.
Cast Cloudburst, which allows me to ignore the BA, reveal Tome
Combat 21: 1d12 + 5 + 3d6 + 1d4 ⇒ (8) + 5 + (1, 5, 6) + (4) = 29 Success!
Radovan can evade the bear or roll both 21s, either way, the barrier is defeated.
End turn.
Recharge Cloudburst, revealing the Tome: Arcane 13: 1d12 + 5 + 1d4 ⇒ (1) + 5 + (4) = 10 Failure
Hand: Swipe, Ice and Fire, Dehydrating Touch, Binder's Tome, Grogul, Chronicler, Blessing of Nethys,
Displayed: Create Mindscape,
Deck: 12 Discard: 4 Buried: 0
Hero Points: 3
NOTES:
Available Support: Binder's Tome (reveal for d4 to local Cha and Combat checks that are not mental-immune), Swipe (-3 dfficulty to any combat check) and Blessing are available
Other: As needed, will reload or recharge Chronicler, Dehydrating Touch, then Binder's Tome for bardsong (d4 +1)
Middle of Deck (Unknown Order): Valet, Blessing of the Gods, Scrying, Old Salt, Blessing of Abadar 2, Blessing of Qi Zhong, Poisoned Bullets, Codex of Conversations, Wayfarer, Silver Flute
Recharged: Ghost Whip, Major Cure,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Cha +1
Diplomacy: Cha +3
Divine: Cha +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
□ Weapon, Arcane, Divine, Instrument
POWERS:
On a check by (☑ you or) another local character, you may recharge a card to add 1d4 (☑ +1)(□+2). If the recharged card is an ally, you may reload it instead.
When you attempt a check to defeat a Skirmish or Task barrier, you may use Diplomacy in place of the listed skill. (□ Local characters gain this power.)
☑ If there is another local character, you may evade a bane; a random other local character encounters it instead.
□ When you play a blessing on another character’s check, and they succeed, you may recharge the blessing instead of discarding it.
□ When you play a blessing on another character’s check, and they succeed, you may recharge the blessing instead of discarding it.
□ When another character at your location would encounter a boon, you may encounter it instead. If you acquire the boon, discard the top card of your deck; otherwise, bury the top card of your deck.

Talitha of the Staff |

Turn Order: Kess, Radovan, Siwar, Talitha
Out of Turn Updates: N/a
Turn: Turn 16 - Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hour Power: On your check against an Animal or Elemental card, add 1d4.
SOT: N/a
Move: Stay at Swamp
Explore: Mithrodar the Chained
CotCT
Story Bane 5
Type: Monster
Traits:
Incorporeal
Undead
To Defeat:
Combat 26
OR Divine 13
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Create Mindscape displayed.
Charisma 6: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (2) = 9
For combat, reveal Gallivance and bury Anubis Staff to do Melee+1d6+1+Arcane. Bury Blessing of Asmodeus to bless check, then draw a card - Cleric of Nethys.
Combat 26: 2d8 + 4 + 1d6 + 1 + 1d10 + 4 ⇒ (3, 8) + 4 + (5) + 1 + (1) + 4 = 26
Check was blessed and has the Magic trait so defeated.
End Turn: Reset Hand.
Recovery: N/a
[u]Summary[/u]:
Move: Swamp
Acquired: N/a
Banished: Siege Deck Card 2: Mithrodar the Chained
Examined: N/a
Random Card(s): N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Gallivance, Strength, Belt of Teeth, Cleric of Nethys, Blessing of Maat, Magus Arcana,
Displayed:
Deck: 6 Discard: 3 Buried: 6
Current Location: Swamp
Hero Points: 3
Paizo Reroll: Not Used
NOTES:
Available Support: Blessings (Any available)
Other: Hi I'm Talitha. Please bot me if I need to Guard my location.
Middle of Deck (Unknown Order): Staff of Dark Flame, Blessing of the Seventh Veil
Recharged: Reed Snake Armor, Blessing of Abraxas, Blessing of Angradd, Staff of Heaven and Earth,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon Arcane Staff
POWERS:
When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☑ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing. (Tyrant of the Harrow Reward)

wkover - Kess |

Hour: Irori's Mastery. On your blessed check, you may reroll any dice showing 1.
Stay at Campsite, encounter Proxy A: Danse Macabre: Recharge Dryad Sandals to evade Danse and move it to bottom of the Campsite. (I think this is legal.)
The haunting tune starts anew, but Kess concentrates to block out the maddening din.
EOT heal from campsite: Achaekek.
Hand: Dryad Sandals, Amulet of Mighty Fists, Blessing of Abadar, Blessing of Achaekek, Vampire Squid, Blessing of Gozreh,
Displayed:
Deck: 6 Discard: 5 Buried: 2
Hero Points: 1
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies: None
POWERS: (Bruiser)
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([X] or an armor or item) to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Reroll Used?: y
Danse Macabre (card 3) recharged into Campsite.

wkover - Kess |

Retcon, as above isn't correct.
Per siege rules, cards not defeated are shuffled into the siege deck.
Card 3 (Danse) was shuffled into siege deck, not recharged into Campsite.

Talitha of the Staff |

Must do Dexterity/Acrobatics check or suffer Acid damage. Radovan discards The Uprising to bless.
Dexterity 10: 2d6 ⇒ (2, 3) = 5 Recharge the buried Blessing of Qi Zhong to reroll.
Dexterity 10 w/ Power Reroll: 2d6 ⇒ (4, 4) = 8 Recharge Cleric of Nethys to add 2 -> 10
Pass check!

Radovan Z. |

Off turn: Radovan displays Shining Child (5) on Quang at the end of his previous turn. On Siwar's turn: evade Cave Bear from Warband.
It is the hour of The Wind and the Waves
Hour Power: At the start of the turn, any character may recharge a card to move.
Lair Location Power: The difficulty to defeat story banes is increased by 2.
Free exploration, siege deck is shuffled and cards 1 & 2 are banished
Siege Deck: 1d8 + 2 ⇒ (4) + 2 = 6
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
BA who summons and encounters Red Mantis Assassin? 1 Kess, 2 Siwar, 3 Talitha: 1d3 ⇒ 2
Siwar evades the Assassin to Radovan, who also evades it.
The assassins are perhaps not used to being out-stealthed!
BA who summons and encounters Ashwing Gargoyle? 1 Kess, 2 Siwar, 3 Talitha: 1d3 ⇒ 1
Kess has to summon and encounter an Ashwing Gargoyle
As pointed out in Discord, the choice of who summons the Ashwing Gargoyle is NOT random. Therefore, choose Siwar, who evades it to Radovan, who evades it.
What a stealthy bunch we are!
Radovan summons and encounters the story bane Red Mantis Assassin.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. I don't think the location power applies to this check, since this is not a check to *defeat* the story bane?
Siwar reveals Binder's Tome (Perception is a Cha skill for Radovan thanks to Quang)
Bury Orc Rager from Quang
BA Perception 4+5=9: 1d8 + 3 + 1d4 + 1d6 + 2 ⇒ (3) + 3 + (2) + (4) + 2 = 14
Reveal Sai, Belt (freely reveal), and Siwar's Binder's Tome
Radovan, Fell Viridio: 1d4+2 (+Poison)
Fell Viridio: banish Emperor Scorpion to +2d6+4
RMA Combat 10+5+5+2=22: 1d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 2 + 2d6 + 4 ⇒ (1) + 6 + (2) + 2 + (2, 4) + (3) + 2 + (1, 2) + 4 = 29
Radovan Power: draw Random Monster 2: Cave Bear (1) - display on Fell Viridio
Red Mantis Ambush (Siege Deck 6) is banished
Discard Appleslayer to Move to Swamp, examine top of location, then may explore
Siege Deck, can't be 6: 1d8 + 2 ⇒ (2) + 2 = 4
Swamp Location Power: When you fail a check to defeat a monster, suffer the scourge Wounded.
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 14
THEN Combat 18
Immune to Acid, Cold, Electricity, Mental, and Poison.
Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
BYA, both Radovan and Talitha must succeed on a Dex/Acro 10 check
Radovan discards The Uprising to bless Talitha's check (not sure if this also blesses Radovan's BYA check? "On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.")
Acro 10, belt: 1d8 + 6 + 1d4 ⇒ (8) + 6 + (4) = 18 If the blessing also applies to Radovan's check? Blessed?: 1d8 ⇒ 6
Both Combat checks vs Knurlott are blessed by Uprising
Reveal Sai, Belt (freely reveal)
Radovan, Norge: 1d4+1 (+Fire)
Combat 14: 2d8 + 6 + 1d4 + 2 + 1d4 + 1d4 + 1 ⇒ (7, 8) + 6 + (3) + 2 + (4) + (3) + 1 = 34
Reveal Sai, Belt (freely reveal)
Radovan, Norge: 1d4+1 (+Fire)
Combat 18: 2d8 + 6 + 1d4 + 2 + 1d4 + 1d4 + 1 ⇒ (1, 6) + 6 + (1) + 2 + (2) + (4) + 1 = 23
Radovan Power: draw random monster 3 - Emperor Scorpion (4) - display on Quang
Recharge Wayfinder to move to Lair and examine top 2 cards.
Lair Location Power: The difficulty to defeat story banes is increased by 2.
Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (2) + 2 = 4
Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (4) + 2 = 6
Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (4) + 2 = 6
Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (6) + 2 = 8
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
Radovan Power: reduce Poison dmg to 0
Radovan Power: 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. Draw Random Monster 4 - Chimera (3) - display on Quang
Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. Random Monster 5 is Red Mantis Initiate (2) - display on Fell.
Shuffle Catoblepas into location; then continue with examine from Wayfinder
Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (4) + 2 = 6
Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (7) + 2 = 9
CotCT
Monster 5
Traits:
Hag
Outsider
To Defeat:
Combat 21
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
Discard Savored Sting to explore
Reveal Sai, Belt (freely reveal), and Siwar's Binder's Tome
Radovan, Fell Viridio: 1d4+2 (+Poison)
Fell Viridio: banish Red Mantis Initiate to +2d6+2
RMA Combat 21: 1d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 2 + 2d6 + 2 ⇒ (2) + 6 + (1) + 2 + (2, 3) + (2) + 2 + (1, 4) + 2 = 27
Radovan Power - need another random monster to display - will display on Quang.
End turn
Reset Hand
Display Sable Company Leathers
Turn Summary:
* Radovan is at the Lair
* Radovan still needs to display (on Quang) on more random monster
* Siege deck has been shuffled; cards 1, 2, 4, 6, and 9 are all gone
Hand: Adamantine Sai +2, Belt of Physical Might, Cleric of Nethys, Keren Rhinn, Rodrick,
Displayed: Mammoth (Norge 3), Ember Ghoul (Norge 5), Moon Maiden Armor, Cave Bear (Fell 1), Manticore (Quang 3), Emperor Scorpion (Quang 4), Gargoyle (Quang 4), Shing Child (Quang 5), Chimera (Quang 3) 2, Random Monster TBD (Quang), Sable Company Leathers,
Deck: 6 Discard: 4 Buried: 2
Current Location: Lair
Hero Points: 1
Paizo merch reroll: Available
NOTES:
Available Support: Blessings and other cards are available unless stated otherwise.Movement: If location closes, move to: with the rest of the group, or if splitting up, to X
Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.
If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.
Middle of Deck (Unknown Order): Alaeron, Zae, The Winged Serpent, The Joke
Recharged: Old Deadeye, Wayfinder (Core),
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
Diplomacy: Cha +2
Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.

Siwar - Iceman |

Off-turn: no activity
Siwar's turn
.
Hour of The Big Sky
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
Give Grogul back to Radovan
Free explore of Siege #3,5,7,8,10: 1d5 ⇒ 4: Catoblepas
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Cast Dehydrating Touch, reveal Tome, recharge Swipe for bardsong
Combat 20: 1d12 + 5 + 2d6 + 1d4 + 1d4 + 1 ⇒ (7) + 5 + (6, 2) + (3) + (3) + 1 = 27 Success!
Discard Chronicler to explore Siege #3,5,7,10: 1d4 ⇒ 3: Dispelling Mist
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Reveal Tome, recharge Ice and Fire for bardsong
Divine 15: 1d12 + 5 + 1d4 + 1d4 + 1 ⇒ (12) + 5 + (1) + (4) + 1 = 23 Success!
End turn
Recharge Dehydrating Touch, revealing Tome: Arcane 11: 1d12 + 5 + 1d4 ⇒ (12) + 5 + (4) = 21 Success
Hand: Codex of Conversations, Binder's Tome, Poisoned Bullets, Silver Flute, Valet, Blessing of the Gods, Blessing of Nethys,
Displayed: Create Mindscape,
Deck: 10 Discard: 5 Buried: 0
Hero Points: 3
NOTES:
Available Support: Binder's Tome (reveal for d4 to local Cha and Combat checks that are not mental-immune), Silver Flute (d4 to all checks for one turn) and Blessings are available
Other: As needed, will reload or recharge Bullets, Codex, Valet, then Binder's Tome for bardsong (d4 +1)
Middle of Deck (Unknown Order): Blessing of Abadar 2, Blessing of Qi Zhong, Scrying, Wayfarer, Old Salt
Recharged: Ghost Whip, Major Cure, Ice and Fire, Swipe, Dehydrating Touch,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Cha +1
Diplomacy: Cha +3
Divine: Cha +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
□ Weapon, Arcane, Divine, Instrument
POWERS:
On a check by (☑ you or) another local character, you may recharge a card to add 1d4 (☑ +1)(□+2). If the recharged card is an ally, you may reload it instead.
When you attempt a check to defeat a Skirmish or Task barrier, you may use Diplomacy in place of the listed skill. (□ Local characters gain this power.)
☑ If there is another local character, you may evade a bane; a random other local character encounters it instead.
□ When you play a blessing on another character’s check, and they succeed, you may recharge the blessing instead of discarding it.
□ When you play a blessing on another character’s check, and they succeed, you may recharge the blessing instead of discarding it.
□ When another character at your location would encounter a boon, you may encounter it instead. If you acquire the boon, discard the top card of your deck; otherwise, bury the top card of your deck.

Talitha of the Staff |

Turn Order: Kess, Radovan, Siwar, Talitha
Out of Turn Updates: N/a
Turn: Turn 20 - Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hour Power: No effect
SOT: N/a
Move: Stay at Swamp
Top Card (Siege #3,5,10): 1d3 ⇒ 1
Explore: Henchman Proxy A4
CotCT
Story Bane 5
Type: Barrier
Traits:
Skirmish
Undead
To Defeat:
Combat 28
OR Dexterity
Acrobatics
Wisdom 11
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
Hand Belt of Teeth to Siwar. Then will wait for card from Kess before burying a random card.
EVERYONE must hand a card to the character on the left (the one right before them in turn order) then either summon a Wraith or bury a random card.

wkover - Kess |

Out of turn: Danse disturbance.
Which card grabbed by Talitha?: 1d6 ⇒ 4 - Blessing of Achaekek
Talitha sweeps by Kess and borrows her divine inspiration.
Asking Siwar for Blessing of Nethys.
Combat 23 w/ blessing, recharged sandals (for power), amulet: 1d10 + 1d12 + 7 + 1d10 + 1d4 + 4 + 1d4 ⇒ (2) + (3) + 7 + (6) + (3) + 4 + (2) = 27 - defeated
Heal a card with squid (Rager), then recharge squid. Then heal another card with post-combat power: Topaz.
Hand: Amulet of Mighty Fists, Blessing of Abadar, Blessing of Gozreh,
Displayed:
Deck: 10 Discard: 3 Buried: 2
Hero Points: 1
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies: None
POWERS: (Bruiser)
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([X] or an armor or item) to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Reroll Used?: y

wkover - Kess |

Forgot to add Keren to hand.
Hand: Amulet of Mighty Fists, Blessing of Abadar, Blessing of Gozreh, Keren Rhinn,
Displayed:
Deck: 10 Discard: 3 Buried: 2
Hero Points: 1
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies: None
POWERS: (Bruiser)
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([X] or an armor or item) to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Reroll Used?: y

Talitha of the Staff |

Continuing turn. Bury a random card instead of encountering Wraith. Bury Strength. Now must encounter Danse Macabre
CotCT
Story Bane 5
Type: Barrier
Traits:
Skirmish
Undead
To Defeat:
Combat 28
OR Dexterity
Acrobatics
Wisdom 11
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
Reveal Gallivance and bury Blessing of Maat to do Melee+1d6+1+Arcane. Bury Blessing of Achaekek to bless check (and draw Staff of Dark Flame). Reload Magus Arcana to add Intelligence die.
Combat 28: 2d8 + 4 + 1d6 + 1 + 1d10 + 4 + 1d6 ⇒ (8, 1) + 4 + (5) + 1 + (3) + 4 + (4) = 30
Defeated!
End Turn: Reset Hand.
Recovery: N/a
[u]Summary[/u]:
Move: Swamp
Acquired: N/a
Banished: Siege Deck Card 3: Henchman Proxy A4 aka Danse Macabre
Examined: N/a
Random Card(s): N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Gallivance, Staff of Dark Flame, Reed Snake Armor, Blessing of the Seventh Veil, Blessing of Abraxas, Magus Arcana,
Displayed:
Deck: 4 Discard: 3 Buried: 8
Current Location: Swamp
Hero Points: 3
Paizo Reroll: Not Used
NOTES:
Available Support: Blessings (Any available)
Other: Hi I'm Talitha. Please bot me if I need to Guard my location.
Middle of Deck (Unknown Order): 0
Recharged: Blessing of Angradd, Staff of Heaven and Earth, Blessing of Qi Zhong, Cleric of Nethys,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon Arcane Staff
POWERS:
When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☑ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing. (Tyrant of the Harrow Reward)

wkover - Kess |

Hour: Zon-kuthon's Pain. After discarding any number of cards as damage, draw a card.
No armor in hand, and most monsters have a BYA/AYA damage effect. So I think it's best to skip exploring. EOT: Heal war paint from Campsite effect.
Discarding Gozreh and Amulet, and drawing up.
Hand: Blackjack's Rapier, Blessing of Abadar, Bearskin Armor, Keren Rhinn, Mammoth Hide Armor, Snapping Flytrap,
Displayed:
Deck: 7 Discard: 4 Buried: 2
Hero Points: 1
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies: None
POWERS: (Bruiser)
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([X] or an armor or item) to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Reroll Used?: y
Display Bearskin Armor at the start of Radovan's turn so that it can't be Danse-i-fied.

Radovan Z. |

It is the hour of The Cyclone
Hour Power: The difficulty of your non-combat check against a bane is increased by 3.
Reveal Grogul to recharge Snick from discards
Location Power: The difficulty to defeat story banes is increased by 2.
Give card: Silver Flute to Siwar
Free exploration
Shuffled Siege Deck 5, 10: 1d2 ⇒ 2
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Siwar reveals Binder's Tome
Radovan, Norge: 1d4+1 (+Fire)
Norge: banish Mammoth to +1d8+#
Combat 22, sai, belt: 1d8 + 6 + 1d4 + 2 + 1d4 + 1d4 + 1d4 + 1 + 1d8 + 5 ⇒ (7) + 6 + (4) + 2 + (2) + (1) + (4) + 1 + (4) + 5 = 36
Radovan displays Random Monster TBD on Norge
Discard Rodrick to draw the Uprising from Discards
Ask Siwar to display Silver Flute
Discard Grogul to explore
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
BA: Radovan and Siwar each take 1 Combat dmg. Radovan draws Moon Maiden Armor from Displayed to reduce by 2 to 0. Unless Siwar has a way to reduce the dmg, she takes 1 combat dmg and 1 card is discarded from the Lair and any unoccupied locations (I think only Ravine?)
Radovan displays another Random Monster TBD from his power on Norge
Siwar reveals Binder's Tome (does it stack with Silver Flute?)
Radovan, Norge, Fell: 1d4+3 (+Fire&Poison)
Norge: banish Ember Ghoul to +1d8+#
Combat 12+5+5=22, sai, belt: 1d8 + 6 + 1d4 + 2 + 1d4 + 1d4 + 1d4 + 3 + 1d8 + 5 ⇒ (7) + 6 + (1) + 2 + (2) + (4) + (3) + 3 + (8) + 5 = 41
We win!

BR Mhuirich |

Development
Battered, bruised, and bent, but not broken, describes you, your weapons, your comrades, and your spirits. The music of steel on steel dies away, and a heavy silence falls over the valley as you spin around, expecting yet another dance partner, but finding none. You have won, but the cost has been great. As dawn breaks over the mountains, no one has energy left to celebrate the victory; survival is enough for now.
Reward
Each character gets a new boon of any type.
Acquired Cards
The Healing Light (Blessing 3)