| Ranzak - Iceman |
Off-turn: move with Rivani when Dunes closes
Ranzak's turn
Hour of The Courtesan
When you would encounter a non-story bane barrier, banish it instead, then summon and encounter a Task barrier.
Give Corrosion to Rivani.
Move to Bridge.
Non-story banes cannot be evaded.
Free explore of Bridge #1: Blackjack's Daggers
Stealth 11: 1d10 + 4 + 1d4 + 3 ⇒ (6) + 4 + (3) + 3 = 16 Success
Ranzak!: 1d6 ⇒ 6
Bonus explore of Bridge #2: Scrying
Recharge Cerulean Mastermind and bury Venomous Dagger to add Stealth
Divine 13: 1d4 + 1d10 + 4 + 1d4 + 3 ⇒ (3) + (1) + 4 + (4) + 3 = 15 Success
Ranzak!: 1d6 ⇒ 3
Bonus explore of Bridge #3: Mad Prophet Friendly Game of Sredna
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Fort 12: 1d12 + 3 ⇒ (5) + 3 = 8 Failure - still banished, since it was summoned
Discard Forensic Physician to heal The Forge and explore Bridge #4: Lyrune-quah Moon Maiden
ask Rivani to recharge The Peacock
Cha 11: 1d6 + 1 + 1d4 + 3 + 1d6 ⇒ (5) + 1 + (1) + 3 + (3) = 13 Success
Ranzak!: 1d6 ⇒ 5
Bonus explore of Bridge #5: Gorum's Iron
Divine 4+6=10: 1d4 + 1d4 + 3 ⇒ (4) + (4) + 3 = 11 Surprising success!
Ranzak!: 1d6 ⇒ 2
Discard Lyrune-quah Moon Maiden to explore Bridge #6: Zombie
Reveal Blackjack's Daggers, recharge Gorum's Iron, trigger Moon Maiden
Combat 9+6+6=21: 1d10 + 4 + 1d4 + 2 + 1d10 + 3 ⇒ (4) + 4 + (1) + 2 + (8) + 3 = 22 Success - is melee so no reroll
Out of gas - end turn
Ablaze: 1d4 - 2 + 1 ⇒ (4) - 2 + 1 = 3 Reveal Kazavon's Shield to absorb 2, discard Scrying for the remaining
Reset hand
Shuffle Embalming Fluid into deck.
Hand: Blackjack's Daggers, Splashbolt Crossbow, Venomous Heavy Crossbow +2, Kazavon's Shield, Thieves' Tools (Core), Gem of Physical Prowess (Core), Blessing of the Savored Sting,
Displayed: Angelic Armor,
Deck: 13 Discard: 3 Buried: 1
Hero Points: 2
Used Accessory re-roll: N
NOTES:
Available Support: Dagger, Crossbows (Splashbolt can add elemental traits), Shield (d6 against Dragons and Incorporeal banes), and Blessing are available.
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).
Middle of Deck (Unknown Order): Master of Masters, Blessing of Wadjet, Limning Starknife, Embalming Fluid, Robe of Items, Blessing of the Quartermaster, Bloodroot Poison, Boots of Alacrity, Gorum's Iron, Blessing of Yaezhing, The Forge, Cerulean Mastermind, Ring of Regeneration
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
Disable: Dex +1
Stealth: Dex +1
Constitution d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Con +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wis +3
Charisma d6 ☑ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Weapons, ☑ Armor
POWERS:
If there is another local character, you may evade a bane; a random other local character encounters it instead.
On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
☐ When you close or guard your location, draw a new plunder card.
☐ You may discard a card from the hourglass to explore your location.
When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
| Adowyn the Hunter |
Move to Swamp when Dunes closes. Hour of The Vision. Start of turn examine top of Swamp: Henchman Proxy A2 (Wraith) -- not Magic so not encountered. Use playmat power to discard Efficient Quiver and draw Thorn Bow. Explore.
Swamp 1: Wraith. Reveal Marksman's Bow. Recharge Hatchetbird to add 1d6. Character power adds 1d6. Combat 13+6+6=25: 1d10 + 1d6 + 12 + 1d6 + 1d6 ⇒ (10) + (2) + 12 + (6) + (1) = 31 Reroll the 10 (scenario power). Combat 25: 1d10 + 21 ⇒ (4) + 21 = 25 Phew. For defeating a monster, examine top card of my deck: Major Cure. Not an Animal so it stays on top. Attempt to close.
Display Blessing of Wind and Waves. Character power adds 1d6. Recharge Nirmathas Longbow to add 1d6. Survival 6+6=12: 3d8 + 5 + 1d6 + 1d6 ⇒ (6, 1, 7) + 5 + (4) + (3) = 26 Very success. Swamp is closed. Blessing of Wind and Waves is recharged, and Efficient Quiver is recharged from my discards.
Move to Base and immediately explore it once, choosing Pathfinder Bodyguard. Then use Base power to recharge my hand. Use the reward power to then move to Cliffs. Display Pathfinder Bodyguard then end turn. Hand is empty so Ablaze does nothing. Confusing shuffles Major Cure into my deck.
Hand: Aspect of the Wolf, Fox, Balmberry, Mammoth Hide Armor, Headband of the Wolf,
Displayed: Leryn (Cohort), Pathfinder Bodyguard,
Deck: 16 Discard: 0 Buried: 0
Current Location: Cliff
Hero Points: 1
6-6A Playmat: used
6-6A Reroll: available
NOTES:
Available Support: Use anything marked feel free to use without asking.
Feel free to use:
- Fox: On an Intelligence or Wisdom check, recharge to add 1d4.
Ask in Discord before using:
- N/A
Movement: Move to Ravine next
Middle of Deck (Unknown Order): Hatchetbird, Snow Leopard, Archer's Bracers, Blessing of Erastil, Blessing of the Ancients, Thorn Bow, Blessing of Gozreh, Nirmathas Longbow, Leryn (Ally), Blessing of Wind and Waves, Cure, Efficient Quiver, Stag, Blessing of Old Deadeye, Marksman's Bow, Major Cure
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +3
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Perception: Wisdom +2 (while Leryn is displayed)
Charisma d6 ☐ +1 ☐ +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☐ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
☑ When you encounter a barrier, you may draw a card.
☑ You gain the skill Disable: Dexterity +2.
☐ You gain the skill Stealth: Dexterity +2.
| BR Nathan Davis |
During This Adventure:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.
Harrow Suit: Shields
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Add the Perils wildcard Ablaze. All Ablaze damage is Acid damage.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • □ You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: When you examine a location, you may examine only the top card.
When you would guard your location, you may bury the top 1d4 cards of your deck; if you do not, or if you die while doing so, your location is unguarded.
On your non-Melee combat check, reroll 1 of the dice showing the highest result.
Wildcards
Ablaze:At the end of your turn, suffer 1d4-2 Acid damage.Scenario Setup
Confusing: After you reset, shuffle a random card into your deck. You can only see a few feet in front of you.
Deadly: When you suffer damage, it is increased by 1.The acidic rain bears down harder on you.
Additional Rules: Story Banes
Danger: Wraith
Villain: Graveknight
Henchmen (Closing): Mandraivus, Wraith-Proxy A
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
Story Bane
Type: Monster
Traits: Undead Veteran
To Defeat: Combat 12+## OR Divine 9+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.
Story Bane
Type: Monster
Traits: Incorporeal Undead
To Defeat: Combat 23 OR Divine 13
Immune to Mental and Poison. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated. Damage suffered from this monster cannot be reduced. After acting, suffer the scourge Drained.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
1. Castothrane
Story Bane
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 26
Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning. Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith. If undefeated, move to a random other location and bury 1d4 random cards from your discards.
2. Knurlott
Story Bane
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.
3. Lashton
Story Bane
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 18 THEN Combat 21
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.
4. Mandraivus
Story Bane
Type: Monster
Traits: Incorporeal Undead
To Defeat: Combat 23 OR Divine 13
Immune to Mental and Poison. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated. Damage suffered from this monster cannot be reduced. After acting, suffer the scourge Drained.
5. Ukwar
Story Bane
Type: Monster
Traits: Orc Undead
To Defeat: Combat 21
Immune to Cold, Mental, and Poison. Before acting, a local character suffers 1d8 Combat damage and the scourge Drained. If defeated, draw the new Loot weapon Ukwar Axe.
6. Zenobia Zenderholm
Story Bane
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
Scenario Level (#): 6
Turn: 5, Rivani/Zalarian
Monsters
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.
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.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Barriers
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
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.
Core
Barrier 0
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Weapons
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
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 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
Spells
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Allies
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Ally 5
Traits:
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.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
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 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.
Current Hour:
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.
Hours Remaining: 24
Hourglass
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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 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.
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.
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 Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
The 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.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
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.
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.
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Rivani/Zalarian, Ramexes/Gimry, Adowyn/skizzerz, None
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Location #1: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Iceman91, 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 A definition.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Location #4: 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: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
None
Story Bane 1
Type: Monster
Traits:
Undead
Veteran
To Defeat:
Combat 12+##
OR Divine 9+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity
2. Cold 4. Fire
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.
CotCT
Barrier 6
Traits:
Trap
Trigger
To Defeat:
Wisdom 15
OR Disable 13
When examined, move to this barrier's location and encounter it.
After acting, a random local character summons and encounters the danger.
If undefeated, each local character suffers the scourge Exhausted.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
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.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
Location #5: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
Blessing 0
Traits:
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
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
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
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
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
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 6
Traits:
Outsider
To Defeat:
Combat 21
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
Location #6: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
| Rivani 12789 |
Out of Turn Updates: display steal soul from Ramexes turn. Moved to Bridge. Ranzak used blessing..I did not have Peacock so recharged The First instead
Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
if random character, using Self as #1
Turn - Hour: 5 - The Mountain Man
Hour Rules: On your Strength or Constitution check, you may recharge a card to reroll.
SOT: None
Give Card: None
Move Step: Stay at Bridge
examine only top card of location deck:
Bridge Card 1: Henchman Proxy A4
Location Powers: Non-story banes cannot be evaded.
Will bury Aviva to draw 2 arcane spells (Icy Prison, Sadomasochism) and draw 1 to hand (Sadomasochism)
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
Will use Death's Touch along with Steal soul and recharge The Lady of Mysteries to bless
Arcane INT Check DC 13+12=25: 1d12 + 6 + 3d6 + 3 + 1d4 + 1d12 ⇒ (7) + 6 + (6, 3, 1) + 3 + (4) + (5) = 35 Success; bury bound imp to close
Will then move to Base to draw a card (Leech) and get supporter (Jayna Lemore) and display
Rivani Ends her turn
Ablazing Acid Damage: 1d4 - 2 + 1 ⇒ (2) - 2 + 1 = 1 Recharge Sadomasochism using power
Harrow Suit: Shields
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Add the Perils wildcard Ablaze. All Ablaze damage is Acid damage.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Aviva Racovick:
During This Scenario: When you examine a location, you may examine only the top card.
When you would guard your location, you may bury the top 1d4 cards of your deck; if you do not, or if you die while doing so, your location is unguarded.
On your non-Melee combat check, reroll 1 of the dice showing the highest result.
Wildcards
Ablaze:At the end of your turn, suffer 1d4-2 Acid damage.Scenario Setup
Confusing: After you reset, shuffle a random card into your deck. You can only see a few feet in front of you.
Deadly: When you suffer damage, it is increased by 1.The acidic rain bears down harder on you.
Rivani attempts to recover all cards in her Recovery pile.
Death's Touch: Arcane 13: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15 -> Death's Touch recharged.
Rivani resets her hand shuffling Dust of Revealing due to confusion.
"
Hand: Vindicator, Fate-reader Lenses, Leech, Life Drain, Infernal Healing, Chain Lightning, Headband of Mental Superiority,
Displayed: False Life, Steal Soul, Jayna Lemore,
Deck: 13 Discard: 0 Buried: 1
Hero Points: 3
reroll last used: 6-5D / Hero Point: 6-5A
NOTES:
Available Support: Blessings are available for use.
Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
Other: Upgrade List: Spell 6 (Dominate)
Middle of Deck (Unknown Order): Disintegrate, The First, Blessing of the Sages, The Peacock, Fortune-teller, Death's Touch, Clairvoyance, Sadomasochism, Dust of Revealing, The Foreign Trader, Vampiric Touch, Guardian Bow, The Lady of Mysteries
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
-Ranged: Knowledge (with recharge)
-Perception: Knowledge (with recharge)
-Acrobatics: Knowledge (with recharge)
-Craft: Knowledge (with recharge)
-Disable: Knowledge (with recharge)
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Mental
POWERS:
For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
you may explore again).
☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
[u]Summary[/u]
Current Location: Base
Acquired: Sadomasochism from random
Support Jayna Lemore
Banished: All cards at Bridge
Examined: None
Random Card(s) Used: Spells 1-2
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Ranzak needs to go to a different location
| Ramexes - Gimry |
========================
Ramexes starts his turn.
Hour: The Trumpet
Hour Power:Ignore cards' before acting powers.
Location: Base
Location Power:For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
During This Adventure:
Scenario Powers:
As Ranzak pointed out, I didn't need to discard before closing, so returned Armor to my deck
Move to Ravine
None
Story Bane 1
Type: Monster
Traits:
Undead
Veteran
To Defeat:
Combat 12+##
OR Divine 9+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity
2. Cold 4. Fire
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.
Oh, this might be really really bad.....
Pausing for discussion
| Ramexes - Gimry |
Per discord, Ranzak moved to Ravine
Extra Immune: 1d4 ⇒ 3 -> Electricity
Blessing of Savored Sting: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (3) + (2) + (5) + (7) = 17
Taking the d10
Melee 30(12+12+6): 1d8 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1d4 + 1 + 7 ⇒ (5) + 5 + (3) + 1 + (4) + (3) + (3) + 1 + 7 = 32
Melee - 1d8+5
Ukwar Axe - 1d8+1
Discard - 1d8
Ukwar Axe (Undead) - 1d8
Blackjack's Daggers - 1d4+1
Blessing of Savored Sting - 7
Ask Ranzak for all the helps
Use Ranzaks Savored Sting
Use Ranzaks Blackjacks daggers
Ukwar Axe gets reloaded instead of discarded, so I don't think that will trigger my discard power
Villain defeated. Ravine closed. Head to base
Grab Ketrik and recharge hand, but stay at the base
Ranzak needs a new location
Use Ketrik to grab an armor
Grab Greater Bolstering Armor(Armor 6).
Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1
Confusing: 1d5 ⇒ 4 - Recharge the Dance
"
Hand: Ukwar Axe, Giantbane Greataxe, Major Cure, Gorum's Iron,
Displayed: Boors, Greater Bolstering Armor,
Deck: 16 Discard: 3 Buried: 0
Current Location: Base
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 6-6A?: N
Middle of Deck (Unknown Order): Our Lord In Iron, Steal Soul, Divine Fortune, Abadar's Law, The Healing Light, Wand of Restorative Touch, Lyrune-Qua Truthspeaker, Darb Tuttle, Angelic Armor, Staff of Minor Healing, Divine Insight, Thundering Earthbreaker
Recharged: Sands of the Hour, Dragonbane Greatsword, Flamer (Druid of the Flame), The Dance,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Divine: Charisma +1
- Diplomacy: Charisma +2
Favored Card: Weapons
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location.
☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
☑ On your check to acquire a weapon or armor add 1 die
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
End of Turn Summary
Close the Ravine
Used Ranzaks Blackjacks Daggers
Used Ranzaks Savored Sting
| BR Nathan Davis |
During This Adventure:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.
Harrow Suit: Shields
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Add the Perils wildcard Ablaze. All Ablaze damage is Acid damage.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • □ You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: When you examine a location, you may examine only the top card.
When you would guard your location, you may bury the top 1d4 cards of your deck; if you do not, or if you die while doing so, your location is unguarded.
On your non-Melee combat check, reroll 1 of the dice showing the highest result.
Wildcards
Ablaze:At the end of your turn, suffer 1d4-2 Acid damage.Scenario Setup
Confusing: After you reset, shuffle a random card into your deck. You can only see a few feet in front of you.
Deadly: When you suffer damage, it is increased by 1.The acidic rain bears down harder on you.
Additional Rules: Story Banes
Danger: Wraith
Villain: Graveknight
Henchmen (Closing): Mandraivus, Wraith-Proxy A
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
Story Bane
Type: Monster
Traits: Undead Veteran
To Defeat: Combat 12+## OR Divine 9+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.
Story Bane
Type: Monster
Traits: Incorporeal Undead
To Defeat: Combat 23 OR Divine 13
Immune to Mental and Poison. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated. Damage suffered from this monster cannot be reduced. After acting, suffer the scourge Drained.
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
1. Castothrane
Story Bane
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 26
Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning. Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith. If undefeated, move to a random other location and bury 1d4 random cards from your discards.
2. Knurlott
Story Bane
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.
3. Lashton
Story Bane
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 18 THEN Combat 21
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.
4. Mandraivus
Story Bane
Type: Monster
Traits: Incorporeal Undead
To Defeat: Combat 23 OR Divine 13
Immune to Mental and Poison. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated. Damage suffered from this monster cannot be reduced. After acting, suffer the scourge Drained.
5. Ukwar
Story Bane
Type: Monster
Traits: Orc Undead
To Defeat: Combat 21
Immune to Cold, Mental, and Poison. Before acting, a local character suffers 1d8 Combat damage and the scourge Drained. If defeated, draw the new Loot weapon Ukwar Axe.
6. Zenobia Zenderholm
Story Bane
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
Scenario Level (#): 6
Turn: 7, Ranzak/Iceman91
Monsters
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
CotCT
Monster 6
Traits:
Outsider
Sorcerer
To Defeat:
Combat 27
OR Arcane
Divine 14
Immune to Acid, Cold, and Poison.
Resistant to Attack.
Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Barriers
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
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:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Weapons
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
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.
Items
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 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.
Allies
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.
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.
Current Hour:
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hours Remaining: 22
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.
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.
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.
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 Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The 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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
The 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.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
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.
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.
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, None
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Location #5: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Adowyn/skizzerz, None
CotCT
Monster 6
Traits:
Outsider
To Defeat:
Combat 21
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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
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 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
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
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.
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
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 #6: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
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.
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
None
Story Bane 1
Type: Monster
Traits:
Undead
Veteran
To Defeat:
Combat 12+##
OR Divine 9+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity
2. Cold 4. Fire
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.
CotCT
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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
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
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 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
CotCT
Monster 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.
| Ranzak - Iceman |
Off-turn: discard Blessing, recharge Daggers, move to Base
Ranzak's turn
Hour of Norgorber's Shadow
On your Stealth check or your check that invokes the Poison trait, add 1d4.
Move to Cliff
On your check, if any die shows a 1 or 2, count it as 0.
Free explore of #1: Infernal Warhounds
Traits:
Outsider
To Defeat:
Combat 21
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
BA: Draw Angelic Armor to reduce by 1, discard Gem of Physical Prowess to the remaining 1.
Adowyn also takes 2 fire damage
CtD: Reveal and recharge Splashbolt Crossbow - adding Cold to trigger vulnerability, ask Ramexes to recharge Gorum's Iron
Combat 21: 1d10 + 3 + 1d10 + 1d6 + 4 + 1d10 ⇒ (1) + 3 + (4) + (1) + 4 + (9) = 22 Failure due to cliff - forced reroll of the 9 anyway
Combat 21: 0 + 3 + 4 + 0 + 4 + 1d10 ⇒ 0 + 3 + 4 + 0 + 4 + (6) = 17 Paizo reroll a 1
Combat 21: 1d10 + 3 + 4 + 0 + 4 + 6 ⇒ (9) + 3 + 4 + 0 + 4 + 6 = 26 Success
After the encounter, 1d2 ⇒ 1 Adowyn faces another one.
It's BA: Reveal Kazavon's Shield to absorb 2 fire damage.
Display Angelic Armor.
End turn
Ablaze: 1d4 - 2 + 1 ⇒ (1) - 2 + 1 = 0
Draw up, then Confusing shuffles The Forge into deck.
On Adowyn's turn, display Bloodroot Poison, discard Robe of Items to draw Embalming Fluid and Ring of Regeneration.
Hand: Venomous Heavy Crossbow +2, Kazavon's Shield, Ring of Regeneration, Thieves' Tools (Core), Embalming Fluid, Master of Masters, Blessing of the Quartermaster,
Displayed: Angelic Armor, Bloodroot Poison,
Deck: 9 Discard: 6 Buried: 1
Hero Points: 2
Used Accessory re-roll: Y
NOTES:
Available Support: Shield (d6 against Dragons and Incorporeal banes) and Blessings are available.
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).
Middle of Deck (Unknown Order): Blessing of Yaezhing, Gorum's Iron, Cerulean Mastermind, Boots of Alacrity, Blessing of Wadjet, Splashbolt Crossbow, Blackjack's Daggers, The Forge, Limning Starknife
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
Disable: Dex +1
Stealth: Dex +1
Constitution d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Con +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wis +3
Charisma d6 ☑ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Weapons, ☑ Armor
POWERS:
If there is another local character, you may evade a bane; a random other local character encounters it instead.
On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
☐ When you close or guard your location, draw a new plunder card.
☐ You may discard a card from the hourglass to explore your location.
When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
| Adowyn the Hunter |
Off-turn: bury Mammoth Hide Armor to block Fire damage, then recharge Balmberry to evade the summoned Infernal Warhounds and examine the top card of Cliffs (Card 2: Incitation); put it underneath the 2nd card. Hour of Incitation. At start of turn examine top card of Cliffs (Card 3: Azer). Move to Mountain, then recharge Headband of the Wolf to examine its top card (The Empty Throne). Explore.
Mountain 1: The Empty Throne. Character power adds 1d6. Divine 4+6=10: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (2) = 11 Acquired. Reload Leryn to examine/rearrange the next 2 cards in Mountain (Palace Patrols, Graveknight). Put the villain on top, then end turn.
Ablaze: 1d4 - 2 + 1 ⇒ (2) - 2 + 1 = 1 Discard Fox. Reset hand, then Confusing shuffles away Leryn (Ally, not Cohort, since my hand had both at the time). Re-display Leryn (Cohort) ASAP next turn.
Hand: The Empty Throne, Aspect of the Wolf, Blessing of Erastil, Marksman's Bow,
Displayed: Leryn (Cohort), Pathfinder Bodyguard,
Deck: 16 Discard: 1 Buried: 1
Current Location: Mountain
Hero Points: 1
6-6A Playmat: used
6-6A Reroll: available
NOTES:
Available Support: Use anything marked feel free to use without asking.
Feel free to use:
- The Empty Throne: On any check, discard to bless.
Ask in Discord before using:
- Blessing of Erastil: On any check, discard to bless (twice on a Dexterity combat check). Feel free to use if Adowyn isn't going to be encountering the villain.
Movement: N/A
Middle of Deck (Unknown Order): Hatchetbird, Thorn Bow, Stag, Efficient Quiver, Cure, Blessing of the Ancients, Blessing of Old Deadeye, Nirmathas Longbow, Major Cure, Headband of the Wolf, Snow Leopard, Balmberry, Archer's Bracers, Blessing of Wind and Waves, Leryn (Ally), Blessing of Gozreh
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +3
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Perception: Wisdom +2 (while Leryn is displayed)
Charisma d6 ☐ +1 ☐ +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☐ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
☑ When you encounter a barrier, you may draw a card.
☑ You gain the skill Disable: Dexterity +2.
☐ You gain the skill Stealth: Dexterity +2.
Mountain 1 acquired.
Cliff rearranged as follows: Card 3 (Azer) is on top, followed by Card 2 (Incitation)
Mountain rearranged as follows: Card 3 (Graveknight) is on top, followed by Card 2 (Palace Patrols)
| Rivani 12789 |
Out of Turn Updates: None
Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
if random character, using Self as #1
Turn - Hour: 9 - Hourglass Card 2 Rivani/Zalarian The Rakshasa
Hour Rules: On your Charisma check, you may use your Intelligence die instead of the normal die.
SOT: Give Vindicator to Ramexes
Give Card: None
Move Step: Base -> Cliffs - skip examine
Location Powers: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
Explore: Mountain Card 3: Graveknight
None
Story Bane 1
Type: Monster
Traits:
Undead
Veteran
To Defeat:
Combat 12+##
OR Divine 9+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity
2. Cold 4. Fire
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.
Ranzak takes 1d6+1 damage (he has angelic armor displayed and is proficient)
Element Type: 1d4 ⇒ 3 Graveknight's sword is electrical
Will bury Jayna Lamore to ignore before acting (summon and danger)..Adowyn discards the empty throne to ignore the 1d4 damage.
Will use Life Drain with headband and steal soul, Ramexes reloads vindicator to add 1d8. Adowyn blesses with Erastil.
Arcane INT Check DC 12+12=24: 1d12 + 6 + 4d4 + 1d12 + 1d8 ⇒ (4) + 6 + (1, 1, 2, 2) + (1) + (6) = 23 not quite?
Arcane INT Check DC 12+12=24 PAIZO REROLL: 4 + 6 + 1 + 1 + 2 + 2 + 1d12 + 6 ⇒ 4 + 6 + 1 + 1 + 2 + 2 + (9) + 6 = 31 Success
GraveKnight has been sent back to its grave!
| Adowyn the Hunter |
Random character (alphabetical): 1d4 ⇒ 4 Rivani, who is ignoring the BA, so no summon.
| BR Nathan Davis |
Scenario 6-6A: Storm of Ravenous Shadows
Development:
As the graveknight shudders and falls and the wraiths dissipate, so too does the storm die down. Drizzles of acid still sizzle against your face, but you can see the terrain in front of you once more.
Aviva Racovick insists upon taking the graveknight’s armor with you. “I can prepare a spell to destroy it tomorrow, but one of you will have to carry it. It’s too heavy for me.”
With this new weight on your shoulders, you continue toward your destination. You have survived your first real challenge in Virlych, but it won’t be your last.
Rewards:
Scenario: Supporter: Aviva Racovick
Loot: the armor Hellknight Plate
Armor
Traits: Heavy Armor Magic
To Acquire: Constitution Diplomacy Fortitude 13
Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * On your combat or Diplomacy check, you may discard to add 1d10.
Character Advancement: Each character gains an experience point and a Hero Point.
Upgrades:
Lyrune-quah Moon Maiden (Ally 5)
Greater Bolstering Armor (Armor 6)
The Dance (Blessing 1)
The Empty Throne (Blessing 1)
Sands of the Hour (Blessing 0)
Gorum's Iron (Blessing 1)
The Forge (Blessing 1)
Sadomasochism (Spell 6)
Scrying (Spell 5)
Blackjack's Daggers (Weapon 4)
Guardian Bow (Weapon 6)
Ally 5
Armor 6
Blessing 11110
Item -
Spell 65
Weapon 64
| BR Nathan Davis |
Scenario 6-6B: With Friends Like These
As your guide, Aviva Racovick, leads you through the barren land, you question her about the hoard of the demilich Yln.
“I’m not sure what’s in it,” she says. “When I left, the arcanists who accompanied me were still investigating the magical energies above the site.”
This seems a little suspicious. After all, why would nebulous auras around a hoard be more interesting than the piles of treasure within? When you press Racovick on the subject, though, she refuses to speak about it further. Even more suspicious. Perhaps it’s paranoia after all of the treachery and misfortune you’ve encountered on your adventures, but you won’t be letting your guide out of sight.
After a few more hours’ travel, Racovick says “We’re getting close. If we sneak around back here, we should be able to get to the entrance to the hoard without attracting any attention.”
You consider questioning Racovick further, but decide that she’s unlikely to part with more information. As long as she gets you to Yln’s lair and Trazavai’s phylactery, you can handle a few unwelcome surprises.
She leads you to what looks like an empty patch of dirt on the ground; closer inspection reveals a well-covered hatch. You brush away the grit and find the handle. Pulling on it reveals an opening to a set of stone stairs just wide enough to admit a single person. You’re about to head down when you hear a startled gasp from Racovick. Turning around, you see that a hooded man carrying a bright silver scythe has placed his hand on her shoulder.
“Zenobia would like a word with you,” he says.
Racovick swallows. “We should go talk to her,” she says. “It won’t take long. I’m sure it will be fine.” Maybe it’s the quaver in her voice, but you don’t quite believe her.
You follow the hooded man to an encampment of individuals wearing matching robes. A woman —the centre of everyone’s attention — lowers her hood, revealing dark hair and unnaturally pale skin. “That’s Zenobia Zanthret, the leader of the expedition,” says Racovick. “She wasn’t undead the last time I saw her. I left because I realised they were using the energies here to raise undead, not fight them.”
“You shouldn’t have come back, Aviva,” says Zanthret. “But since you have, I’ll give you a choice: kill your new companions and join us, or die alongside them.”
Racovick casts a spell and, to your relief, aims it at Zanthret. Zenobia snarls, and the robed figures around her begin casting spells. You think you can see them baring pointed teeth under the shadows of their robes.
Well, you think, Aviva’s led us into this mess. Let’s see if we can lead her out.
| BR Nathan Davis |
Scenario 6-6B: With Friends Like These
During this Adventure:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.
Examined Harrow Blessing: The Wanderer Harrow Suit: Books
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Setup Add the Onslaughts wildcard Desperate.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • ? You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: Before acting against a story bane, roll 1d6:
1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
4. Suffer 1d4 Force damage.
5. Bury an ally or a blessing.
6. Discard a random card from your hand or bury a random card from your discards.
Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!
Story Banes
Danger: Vampire
Villain: Zenobia Zenderholm (Zenobia Zanthret)
Henchmen (Closing): Vampires-Proxy A
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Story Bane
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
| BR Nathan Davis |
During This Adventure:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.
Harrow Suit: Books
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Setup Add the Onslaughts wildcard Desperate.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • ? You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: Before acting against a story bane, roll 1d6:
1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
4. Suffer 1d4 Force damage.
5. Bury an ally or a blessing.
6. Discard a random card from your hand or bury a random card from your discards.
Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!
Additional Rules: Story Banes
Danger: Vampire
Villain: Zenobia Zenderholm (Zenobia Zanthret)
Henchmen (Closing): Vampires-Proxy A
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Story Bane
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Scenario Level (#): 6
Turn: 1, Ramexes/Gimry
Monsters
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
CotCT
Monster 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
Core
Monster 1
Traits:
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 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:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Barriers
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
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:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
Weapons
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 6
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
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 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.
CotCT
Spell 6
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 13
Freely display. While displayed:
* On combat checks, add 2d6 and the Acid trait.
* At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 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.
Allies
CotCT
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
Blessings
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: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
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 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 29
Hourglass
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 Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
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 Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
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.
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.
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 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.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
The 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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
The Bear
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.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
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: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Location #2: Forest
Wild
At This Location: When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
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
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Location #3: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
Story Bane 6
Type: Monster
Traits:
Cleric
Undead
To Defeat:
Constitution
Fortitude 8
THEN Combat 22
Immune to Mental and Poison.
After acting, suffer the scourges Drained and Plagued.
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
Location #4: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
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.
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 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
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.
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
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: 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 A definition.
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
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
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.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Location #6: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
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 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
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.
Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
| Adowyn the Hunter |
Start at Trail, although I will likely move away on my turn. Loot: Balmberry and Hellknight Plate. Display Leryn ASAP on turn 1 and use Efficient Quiver to grab Marksman's Bow.
Hand: Fox, Efficient Quiver, Blessing of Erastil, Snow Leopard, Stag, Blessing of Wind and Waves,
Displayed: Leryn (Cohort),
Deck: 15 Discard: 0 Buried: 0
Current Location: Trail
Hero Points: 1
6-6B Playmat: available
6-6B Reroll: available
NOTES:
Available Support: Use anything marked feel free to use without asking.
Feel free to use:
- Blessing of Erastil: On any check, bury to bless (twice on a Dexterity combat check).
- Blessing of Wind and Waves: Display this card next to a location. While displayed, on checks to close or to guard, bless twice.
- Fox: On an Intelligence or Wisdom check, recharge to add 1d4.
- Snow Leopard: On a combat check, recharge to add 1d4.
Ask in Discord before using:
- Blessing of Wind and Waves: On any check, bury to bless.
Movement: Move to an unoccupied location if my current one closes.
Middle of Deck (Unknown Order): Thorn Bow, Hatchetbird, Blessing of Old Deadeye, Major Cure, Archer's Bracers, Blessing of the Ancients, Aspect of the Wolf, Leryn (Ally), Balmberry, Hellknight Plate, Cure, Headband of the Wolf, Blessing of Gozreh, Marksman's Bow, Nirmathas Longbow
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +3
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Perception: Wisdom +2 (while Leryn is displayed)
Charisma d6 ☐ +1 ☐ +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☑ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
☑ When you encounter a barrier, you may draw a card.
☑ You gain the skill Disable: Dexterity +2.
☐ You gain the skill Stealth: Dexterity +2.
| BR Nathan Davis |
Ramexes discards The Mountain Man
CotCT Blessing 1
Traits: Harrow Suit: Shields Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore.
Ranzak discards The Joke Harrow!
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.
| Ramexes - Gimry |
Start at the Graveyard
"
Hand: Thundering Earthbreaker, Divine Fortune, Divine Insight, Steal Soul, The Healing Light,
Displayed:
Deck: 17 Discard: 1 Buried: 0
Current Location: Graveyard
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 6-6B?: N
Middle of Deck (Unknown Order): Clib (Clockwork Librarian), Our Lord In Iron, Giantbane Greataxe, Flamer (Druid of the Flame), Regill (Hellknight of the Nail), Abadar's Law, Dragonbane Greatsword, Darb Tuttle, Staff of Minor Healing, Angelic Armor, Ukwar Axe, Hellknight Plate, Gorum's Iron, Major Cure, Blessing of the Gods, Wand of Restorative Touch, Lyrune-Qua Truthspeaker
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Divine: Charisma +1
- Diplomacy: Charisma +2
Favored Card: Weapons
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location.
☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
☑ On your check to acquire a weapon or armor add 1 die
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
| Ranzak - Iceman |
Start at Forest.
Loot access:
Steel Ibis Lamellar for Kazavon's Shield
Sable Company Leathers for Angelic Armor
Hand: Venomous Dagger, Ring of Regeneration, Robe of Items, Gem of Physical Prowess (Core), Boots of Alacrity, Blessing of the Quartermaster, Blessing of Yaezhing,
Displayed: Bloodroot Poison,
Deck: 14 Discard: 1 Buried: 0
Hero Points: 2
Used Accessory re-roll: N
NOTES:
Available Support: Blessings are available. Can use Boots to join someone (at the end of the prior character's turn).
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).
Middle of Deck (Unknown Order): Splashbolt Crossbow, Dancing Dagger, Thieves' Tools (Core), Embalming Fluid, Blessing of Wadjet, Limning Starknife, Master of Masters, Corrosion, Venomous Heavy Crossbow +2, Forensic Physician, Kazavon's Shield, Cerulean Mastermind, Angelic Armor, Blessing of the Savored Sting
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
Disable: Dex +1
Stealth: Dex +1
Constitution d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Con +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wis +3
Charisma d6 ☑ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Weapons, ☑ Armor
POWERS:
If there is another local character, you may evade a bane; a random other local character encounters it instead.
On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
☐ When you close or guard your location, draw a new plunder card.
☐ You may discard a card from the hourglass to explore your location.
When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
| Ramexes - Gimry |
========================
Ramexes starts his turn.
Hour: Sands of the Hour
Hour Power:No effect.
Location: Graveyard
Location Power:Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
During This Adventure:
Scenario Powers:
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.
Melee 16(10+6): 1d8 + 5 + 2d6 + 1d8 ⇒ (7) + 5 + (6, 2) + (1) = 21
Melee - 1d8+5
Divine Insight - 2d6
Blessed - 1d8
Ask Ranzak to DISCARD(Withering) Quartermaster to bless
Explore from Door
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Discard Divine Fortune for BYA damage
Combat 20(8+6+6): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 4 ⇒ (6) + 5 + (7) + 2 + (7) + 1 + 4 = 32
Combat(Melee) - 1d8+5
Thundering Earthbreaker - 1d12+2
Touch of Flame - 1d8+1
Vulnerable - 4
Reveal Steal Soul for Touch of Flame
Combat 22(10+6+6): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 4 ⇒ (4) + 5 + (4) + 2 + (3) + 1 + 4 = 23
Combat(Melee) - 1d8+5
Thundering Earthbreaker - 1d12+2
Touch of Flame - 1d8+1
Vulnerable - 4
Reveal Steal Soul for Touch of Flame
Both checks had fire, so it is defeated
Display Steal Soul
Defeating a monster allows me to examine top 2 cards
Card 3 - Zenobia Zenderholm (VILLAIN)
Card 4 - Warsworn (M6)
"Ramexes ends his turn.
Ramexes attempts to recover all cards in his Recovery pile.
Divine Insight: Divine 8: 1d10 + 5 + 1d4 ⇒ (4) + 5 + (4) = 13 -> Divine Insight recharged.
Ramexes resets his hand."
As I begin my search of the Graveyard, I notice a fresh set of tracks leading into one of the crypts. Checking the door, I realize it's locked, but these tracks are definitely fresh. Summoning what strength I have, I manage to break through the lock only to be jumped by a troll. Burning down the troll is easy enough, but as I do so a vision of Zenobia comes to my mind. I quietly back out of the crypt and alert the crew. We're not quite ready for them yet.
Drew Staff of Minor Healing, so on Ranzaks turn heal myself
Ramexes is healed for 1: (The Mountain Man). Deck shuffled.
"
Hand: Thundering Earthbreaker, Clib (Clockwork Librarian), Blessing of the Gods, The Healing Light,
Displayed: Steal Soul,
Deck: 17 Discard: 1 Buried: 0
Current Location: Graveyard
Hero Points: 0
NOTES:
Available Support:If possible, leave me either the Gods or Healing Light for my turn
Other: Paizo reroll used for scenario 6-6B?: N
Middle of Deck (Unknown Order): Gorum's Iron, Hellknight Plate, Abadar's Law, Flamer (Druid of the Flame), Ukwar Axe, Lyrune-Qua Truthspeaker, Angelic Armor, Divine Insight, Giantbane Greataxe, Our Lord In Iron, Staff of Minor Healing, Wand of Restorative Touch, Darb Tuttle, Major Cure, Regill (Hellknight of the Nail), The Mountain Man, Dragonbane Greatsword
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Divine: Charisma +1
- Diplomacy: Charisma +2
Favored Card: Weapons
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location.
☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
☑ On your check to acquire a weapon or armor add 1 die
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
End of Turn Summary
Banished top 2 cards of the Graveyard
DISCARDED(Withering) Ranzaks Quartermaster
Examined Cards 3 and 4 of the Graveyard and found the VILLAIN
| Rivani 12789 |
Rivani - 6-6B: With Friends Like These
Starting Location Campsite (may stay a turn to peek and then move on)
Loot
Will put False Life into box and put Steal Soul into my deck
Starting Hand - Favored Card Spell
"
Hand: Fortune-teller, Dust of Revealing, Leech, The First, The Peacock, Dominate, The Lady of Mysteries, Vindicator,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
reroll last used: 6-5D / Hero Point: 6-5A
NOTES:
Available Support: Blessings are available for use.
Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
Other: Upgrade List: Spell 6 (Dominate)
Middle of Deck (Unknown Order): Fate-reader Lenses, Death's Touch, Infernal Healing, Vampiric Touch, Steal Soul, Clairvoyance, Chain Lightning, Blessing of the Sages, Disintegrate, Life Drain, The Foreign Trader, Headband of Mental Superiority, Bound Imp
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
-Ranged: Knowledge (with recharge)
-Perception: Knowledge (with recharge)
-Acrobatics: Knowledge (with recharge)
-Craft: Knowledge (with recharge)
-Disable: Knowledge (with recharge)
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Mental
POWERS:
For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
you may explore again).
☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
| Ranzak - Iceman |
Off-turn: Discard Blessing of the Quartermaster
Ranzak's turn
Hour of the Sands ... of the Hour
SoT: Reveal Ring of Regeneration to recharge The Joke
Stay at Forest
When you defeat a monster, you may discard a card to explore.
Display Bloodroot Poison.
Free explore of Forest #1: Evil Eye
Ask Rivani to recharge discard The Peacock
Stealth 8+6=14: 1d10 + 4 + 1d10 ⇒ (5) + 4 + (6) = 15 Success
Add a trap counter to the location.
Discard Blessing of Yaezhing to encounter #2: Wyvern
BA: Fort check
Fort 8: 1d12 + 3 ⇒ (12) + 3 = 15 Success
Yaezhing automatically defeats the monster
Trap counter is burned off without effect (should've thought of that)
Discard Boots of Alacrity to explore #3: Orc Rager
BA: Suffer 1d4 ⇒ 2 damage - discard Gem and Ring
CtD: Reveal and recharge Venomous Dagger, reload Bloodroot Poison
Combat 10+6+6=22: 1d10 + 4 + 1d4 + 2 + 1d12 + 1d8 ⇒ (9) + 4 + (4) + 2 + (12) + (3) = 34 Success
Discard Robe of Items to draw Ring, Gem, and Embalming Fluid.
End turn
Reveal Ring to recharge Blessing of Yaezhing
Hand: Venomous Heavy Crossbow +2, Dancing Dagger, Corrosion, Ring of Regeneration, Gem of Physical Prowess (Core), Embalming Fluid, Forensic Physician, Master of Masters,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 2
Used Accessory re-roll: N
NOTES:
Available Support: Dagger, Crossbow, and Blessing are available.
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).
Middle of Deck (Unknown Order): Splashbolt Crossbow, Blessing of Wadjet, Cerulean Mastermind, Kazavon's Shield, Angelic Armor, Blessing of the Savored Sting, Thieves' Tools (Core), Venomous Dagger, The Joke, Bloodroot Poison, Limning Starknife
Recharged: Blessing of Yaezhing,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
Disable: Dex +1
Stealth: Dex +1
Constitution d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Con +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wis +3
Charisma d6 ☑ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Weapons, ☑ Armor
POWERS:
If there is another local character, you may evade a bane; a random other local character encounters it instead.
On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
☐ When you close or guard your location, draw a new plunder card.
☐ You may discard a card from the hourglass to explore your location.
When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
| BR Nathan Davis |
During This Adventure:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.
Harrow Suit: Books
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Setup Add the Onslaughts wildcard Desperate.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • ? You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: Before acting against a story bane, roll 1d6:
1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
4. Suffer 1d4 Force damage.
5. Bury an ally or a blessing.
6. Discard a random card from your hand or bury a random card from your discards.
Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!
Additional Rules: Story Banes
Danger: Vampire
Villain: Zenobia Zenderholm (Zenobia Zanthret)
Henchmen (Closing): Vampires-Proxy A
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Story Bane
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Scenario Level (#): 6
Turn: 3, Adowyn/skizzerz
Monsters
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
CotCT
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.
CotCT
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
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 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Barriers
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
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:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 1
Traits:
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
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
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.
Armors
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Items
CotCT
Item 6
Traits:
Alchemical
Attack
Bludgeoning
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.
DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Allies
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.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Blessings
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
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
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
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. This exploration, if you would suffer a scourge, a random other character suffers it instead.
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.
Hour Power: Ignore cards' before acting powers.
Current Hour:
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.
Hours Remaining: 27
Hourglass
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
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 Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
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.
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.
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 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.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
The 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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
The Bear
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.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
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: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Rivani/Zalarian, None
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Location #2: Forest
Wild
At This Location: When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Iceman91, None
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
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
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Location #3: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Gimry, None
CotCT
Story Bane 6
Type: Monster
Traits:
Cleric
Undead
To Defeat:
Constitution
Fortitude 8
THEN Combat 22
Immune to Mental and Poison.
After acting, suffer the scourges Drained and Plagued.
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
Location #4: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Adowyn/skizzerz, None
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
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.
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 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
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.
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
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: 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 A definition.
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
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
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.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Location #6: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
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 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
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.
Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
| Adowyn the Hunter |
Off-turn: display Leryn, play Efficient Quiver, attempt to recover Efficient Quiver. Ranged 9: 1d10 + 6 ⇒ (1) + 6 = 7 Discarded. Hour of The Trumpet. Start of turn examine top card of Trail: Staff of Greater Healing. Stay put and explore.
Trail 1: Staff of Greater Healing. Character power adds 1d6. Recharge Fox to add 1d4. Divine 14: 1d8 + 5 + 1d6 + 1d4 ⇒ (4) + 5 + (5) + (2) = 16 Acquired.
Reload Leryn to examine/rearrange the next two cards of Trail: Red Mantis Initiate, Henchman Proxy A5. Put henchman on top, then display Blessing of Wind and Waves next to River, then end turn. I don't have means of easily beating Vampire this turn, especially with the scenario BA which Trumpet doesn't bypass due the storybook not being a card.
Re-display Leryn ASAP next turn. If someone else wants to come here so we can tag-team Vampire, I can handle one of the checks (assuming a not-completely-terrible BA roll).
Hand: Staff of Greater Healing, Marksman's Bow, Blessing of Erastil, Snow Leopard, Stag,
Displayed: Leryn (Cohort), Blessing of Wind and Waves,
Deck: 15 Discard: 1 Buried: 0
Current Location: Trail
Hero Points: 1
6-6B Playmat: available
6-6B Reroll: available
NOTES:
Available Support: Use anything marked feel free to use without asking.
Feel free to use:
- Blessing of Erastil: On any check, bury to bless (twice on a Dexterity combat check).
- Blessing of Wind and Waves: Display this card next to a location. While displayed, on checks to close or to guard, bless twice.
- Fox: On an Intelligence or Wisdom check, recharge to add 1d4.
- Snow Leopard: On a combat check, recharge to add 1d4.
Ask in Discord before using:
- Blessing of Wind and Waves: On any check, bury to bless.
Movement: Move to an unoccupied location if my current one closes.
Middle of Deck (Unknown Order): Balmberry, Thorn Bow, Archer's Bracers, Cure, Blessing of Old Deadeye, Major Cure, Blessing of the Ancients, Nirmathas Longbow, Hatchetbird, Blessing of Gozreh, Aspect of the Wolf, Leryn (Ally), Headband of the Wolf, Hellknight Plate
Recharged: Fox,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +3
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Perception: Wisdom +2 (while Leryn is displayed)
Charisma d6 ☐ +1 ☐ +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☑ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
☑ When you encounter a barrier, you may draw a card.
☑ You gain the skill Disable: Dexterity +2.
☐ You gain the skill Stealth: Dexterity +2.
Trail 1 acquired.
Trail rearranged with card 3 (Proxy A - Vampire) on top followed by card 2 (Red Mantis Initiate).
Blessing of Wind and Waves displayed next to River -- on checks to close or to guard River, bless twice.
| Rivani 12789 |
Out of Turn Updates: Nobody else took Aviva Racovick; will add to hand; discard Peacock for Ranzak
Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
if random character, using Self as #1
Turn - Hour: 4 - Hourglass Card 3 Rivani/Zalarian The Vision
Hour Rules: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
SOT: examine top card: Campsite Card 1: Hippogriff Rider TRIGGER - take 1 ranged combat damage; use power to recharge The Lady of Mysteries for damage.
display Aviva and then recharge dust of appearance to encounter Hippogriff Rider and send Dominate to recovery to search location.
Encounter: Campsite Card 1: Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
Will acquire Campsite Card 9: Serithial and shuffle location
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
Give Card: None
Move Step: Campsite->Forest
examine top 3 cards of location deck
Forest Card 1: disintegrate
Forest Card 2: Obsession of Battle
Forest Card 3: Henchman Proxy A1
Location Powers: When you defeat a monster, you may discard a card to explore.
At end of move, recharge fortune-teller calling out boon and encounter Disintegrate
Encounter: Forest Card 1: Disintegrate
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Arcane INT Check DC 14: 1d12 + 6 ⇒ (7) + 6 = 13 No Success; discard Vindicator due to desperate
Will pass on free explore for now - Ranzak can encounter and evade if desired..just don't have any cards I want to recharge to use primary skill
Will recharge leech to try and heal some cards
Leech Healing: 1d4 - 1 ⇒ (3) - 1 = 2
Rivani (Phrenic Master) has all cards in her discard pile healed: (The Peacock, Vindicator). Deck shuffled.
Rivani Ends her turn
During This Adventure:
Harrow Suit: Books
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Setup Add the Onslaughts wildcard Desperate.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Aviva Racovick:
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • ? You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: Before acting against a story bane, roll 1d6:
1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
4. Suffer 1d4 Force damage.
5. Bury an ally or a blessing.
6. Discard a random card from your hand or bury a random card from your discards.
Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!
Rivani attempts to recover all cards in her Recovery pile.
Dominate: Arcane 15: 1d12 + 6 ⇒ (2) + 6 = 8 -> Dominate discarded.
Rivani resets her hand. At beginning of Ramexes turn will bury Aviva to draw 2 arcane spells (Scrying/Major Harrowing) and pick one (Major Harrowing)
"
Hand: Serithial, The First, Steal Soul, Vampiric Touch, Headband of Mental Superiority, Fortune-teller, Clairvoyance, Leech, Major Harrowing,
Displayed:
Deck: 13 Discard: 1 Buried: 1
Hero Points: 3
reroll last used: 6-5D / Hero Point: 6-5A
NOTES:
Available Support: Blessings are available for use.
Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
Other: Upgrade List: Spell 6 (Dominate)
Middle of Deck (Unknown Order): Fate-reader Lenses, Infernal Healing, Bound Imp, The Peacock, Vindicator, The Lady of Mysteries, Death's Touch, Chain Lightning, Blessing of the Sages, Life Drain, Disintegrate, Dust of Revealing, The Foreign Trader
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
-Ranged: Knowledge (with recharge)
-Perception: Knowledge (with recharge)
-Acrobatics: Knowledge (with recharge)
-Craft: Knowledge (with recharge)
-Disable: Knowledge (with recharge)
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Mental
POWERS:
For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
you may explore again).
☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
[u]Summary[/u]
Current Location: Forest
Acquired: Serithial
Banished: Forest Card 1: Disintegrate
Examined: Forest Card 2: Obsession of battle
Forest Card 3: henchman
All the cards at campsite
Random Card(s) Used: spells 1-2
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
| Ranzak - Iceman |
Rivani's turn: Attempt to acquire Disintegrate
Recharge Gem
1d12 + 1d4 + 3 ⇒ (8) + (3) + 3 = 14 Success
Hand: Venomous Heavy Crossbow +2, Dancing Dagger, Corrosion, Disintegrate, Ring of Regeneration, Embalming Fluid, Forensic Physician, Master of Masters,
Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points: 2
Used Accessory re-roll: N
NOTES:
Available Support: Dagger, Crossbow, Spells, and Blessing are available.
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).
Middle of Deck (Unknown Order): Angelic Armor, Kazavon's Shield, Blessing of the Savored Sting, Blessing of Wadjet, Venomous Dagger, Cerulean Mastermind, The Joke, Bloodroot Poison, Limning Starknife, Splashbolt Crossbow, Thieves' Tools (Core)
Recharged: Blessing of Yaezhing, Gem of Physical Prowess (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
Disable: Dex +1
Stealth: Dex +1
Constitution d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Con +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wis +3
Charisma d6 ☑ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Weapons, ☑ Armor
POWERS:
If there is another local character, you may evade a bane; a random other local character encounters it instead.
On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
☐ When you close or guard your location, draw a new plunder card.
☐ You may discard a card from the hourglass to explore your location.
When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
| Ramexes - Gimry |
========================
Ramexes starts his turn.
Hour: Benefaction
Hour Power:No effect.
Location: Graveyard
Location Power:Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
During This Adventure:
Scenario Powers:
Not really ready to help with the Vampires at this point, so I'll head to the Ruin
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Recharge Clib to auto acquire the spell
Drew Staff of Minor Healing. Use it on Ranzaks turn to heal Divine Fortune
"
Hand: Thundering Earthbreaker, Icy Prison, Blessing of the Gods, The Healing Light,
Displayed: Steal Soul,
Deck: 19 Discard: 0 Buried: 0
Current Location: Ruin
Hero Points: 0
NOTES:
Available Support:Healing Light - Bless/Heal if successful
Other: Paizo reroll used for scenario 6-6B?: N
Middle of Deck (Unknown Order): Dragonbane Greatsword, Giantbane Greataxe, Staff of Minor Healing, Flamer (Druid of the Flame), Clib (Clockwork Librarian), Divine Fortune, Ukwar Axe, Hellknight Plate, Gorum's Iron, Regill (Hellknight of the Nail), Darb Tuttle, Abadar's Law, Angelic Armor, Divine Insight, The Mountain Man, Lyrune-Qua Truthspeaker, Major Cure, Our Lord In Iron, Wand of Restorative Touch
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Divine: Charisma +1
- Diplomacy: Charisma +2
Favored Card: Weapons
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location.
☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
☑ On your check to acquire a weapon or armor add 1 die
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
End of Turn Summary
Acquired Card 1 of the Ruins
| Ranzak - Iceman |
No further off-turn activity
Ranzak's turn
Hour of The Demon's Lantern
On your check against a barrier, the difficulty is increased by 3.
SoT: Ring of Regen recharges Robe of Items
Give card: Hand Disintegrate to Rivani
Move to Trail
The difficulty of checks to defeat is increased by the number of distant characters.
Free explore of #1: Vampire
Scenario BA: 1d6 ⇒ 6 Bury a random discard - Blessing of the Quartermaster
Vampire difficulty increase: 1d6 ⇒ 3
CtD 1: Recharge Corrosion to play Dancing Dagger, recharge Crossbow to play Embalming Fluid, recharge Embalming Fluid to bury Master of Masters
Combat 10+6+6+2+3=27: 1d10 + 4 + 3d4 + 3 + 2 + 2d10 ⇒ (3) + 4 + (2, 1, 4) + 3 + 2 + (5, 3) = 27 Success
Embalming Fluid: Disable 7: 1d10 + 4 ⇒ (9) + 4 = 13
Pause to let Adowyn take the second check.
| Adowyn the Hunter |
Off-turn: fight a Vampire. Going for Combat since I'm better equipped for that atm. DC increase: 1d6 ⇒ 4 Recharge Snow Leopard to play Marksman's Bow. Recharge Stag to bury Blessing of Erastil. Combat 10+6+6+2+4=28: 3d10 + 1d6 + 12 ⇒ (3, 1, 1) + (3) + 12 = 20 Use my hero point to reroll all of that. Combat 28: 3d10 + 1d6 + 12 ⇒ (2, 8, 3) + (3) + 12 = 28 Success.
| Ranzak - Iceman |
Ranzak has no favored card, so discard one at random... Forensic Physician
Move to Base when Trail closes.
Take free explore there.
Pick up Jayna Lemore (have the supporter feat).
Heal Boots of Alacrity
End turn
Ring of Regeneration recharges Forensic Physician
Draw up
Display Angelic Armor and Bloodroot Poison on Adowyn's turn.
Hand: Dancing Dagger, Thieves' Tools (Core), Ring of Regeneration, Robe of Items, Cerulean Mastermind, The Joke,
Displayed: Jayna Lemore, Angelic Armor, Bloodroot Poison,
Deck: 13 Discard: 0 Buried: 2
Hero Points: 2
Used Accessory re-roll: N
NOTES:
Available Support: Dagger, Mastermind (bury Tools, most likely), and Blessing are available.
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).
Middle of Deck (Unknown Order): Venomous Heavy Crossbow +2, Splashbolt Crossbow, Embalming Fluid, Boots of Alacrity, Venomous Dagger, Gem of Physical Prowess (Core), Kazavon's Shield, Limning Starknife, Blessing of the Savored Sting, Corrosion, Blessing of Yaezhing, Blessing of Wadjet
Recharged: Forensic Physician,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
Disable: Dex +1
Stealth: Dex +1
Constitution d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Con +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wis +3
Charisma d6 ☑ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Weapons, ☑ Armor
POWERS:
If there is another local character, you may evade a bane; a random other local character encounters it instead.
On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
☐ When you close or guard your location, draw a new plunder card.
☐ You may discard a card from the hourglass to explore your location.
When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
| BR Nathan Davis |
During This Adventure:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.
Harrow Suit: Books
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Setup Add the Onslaughts wildcard Desperate.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • ? You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: Before acting against a story bane, roll 1d6:
1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
4. Suffer 1d4 Force damage.
5. Bury an ally or a blessing.
6. Discard a random card from your hand or bury a random card from your discards.
Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!
Additional Rules: Story Banes
Danger: Vampire
Villain: Zenobia Zenderholm (Zenobia Zanthret)
Henchmen (Closing): Vampires-Proxy A
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Story Bane
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Scenario Level (#): 6
Turn: 7, Adowyn/skizzerz
Monsters
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Barriers
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Barrier 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.
Weapons
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 6
Traits:
Fire
Magic
Melee
Ranged
Spear
To Acquire:
Strength
Melee
Ranged
Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
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.
Armors
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Items
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 4
Traits:
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 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Allies
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 3
Traits:
Deity: 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
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Hour Power: On your check against an Outsider card, add 1d4.
Current Hour:
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.
Hours Remaining: 23
Hourglass
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
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.
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.
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 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.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
The 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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
The Bear
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.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Ranzak/Iceman91, Adowyn/skizzerz, None
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
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: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Hippogriff Rider, Silver War Paint, Henchman Proxy A3, Jasan Adriel, Banshee, Horrorbane Heavy Pick, Ghoul, Salvator Scream, Ember Ghoul
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
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 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Location #2: Forest
Wild
At This Location: When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Rivani/Zalarian, None
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
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
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Location #3: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Story Bane 6
Type: Monster
Traits:
Cleric
Undead
To Defeat:
Constitution
Fortitude 8
THEN Combat 22
Immune to Mental and Poison.
After acting, suffer the scourges Drained and Plagued.
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: 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 A definition.
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
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
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.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Location #6: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Gimry, None
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
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 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
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.
Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
| Adowyn the Hunter |
Move to River when Trail closes. Start of turn reveal Staff of Greater Healing to heal my Efficient Quiver, then Leryn examines top card of River: Henchman Proxy A4 (Vampire). Move to Forest, then explore.
Forest 1: Obsession of Battle. When encountering a barrier, I draw a card (Snow Leopard). Character power adds 1d6. Perception 13: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (5) = 15 Defeated. End turn.
Hand: Staff of Greater Healing, Marksman's Bow, Snow Leopard, Fox, Balmberry, Stag,
Displayed: Leryn (Cohort), Blessing of Wind and Waves,
Deck: 14 Discard: 0 Buried: 1
Current Location: Forest
Hero Points: 0
6-6B Playmat: available
6-6B Reroll: available
NOTES:
Available Support: Use anything marked feel free to use without asking.
Feel free to use:
- Fox: On an Intelligence or Wisdom check, recharge to add 1d4.
- Snow Leopard: On a combat check, recharge to add 1d4.
Ask in Discord before using:
- N/A
Movement: Move to Campsite next
Middle of Deck (Unknown Order): Archer's Bracers, Major Cure, Leryn (Ally), Blessing of the Ancients, Headband of the Wolf, Cure, Nirmathas Longbow, Blessing of Old Deadeye, Blessing of Gozreh, Hatchetbird, Hellknight Plate, Efficient Quiver, Aspect of the Wolf, Thorn Bow
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +3
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Perception: Wisdom +2 (while Leryn is displayed)
Charisma d6 ☐ +1 ☐ +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☑ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
☑ When you encounter a barrier, you may draw a card.
☑ You gain the skill Disable: Dexterity +2.
☐ You gain the skill Stealth: Dexterity +2.
Forest 1 banished.
Henchman examined on top of River.
Blessing of Wind and Waves still displayed next to River: doubly bless any checks to close our to guard River.
| Rivani 12789 |
Out of Turn Updates: Received Disintegrate from Ranzak
Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
if random character, using Self as #1
Turn - Hour: 8 - Hourglass Card 1 Rivani/Zalarian Calistria's Sting
Hour Rules: You may avenge by discarding a card.
SOT: None
Give Card: None
Move Step: Stay at Forest
Location Powers: When you defeat a monster, you may discard a card to explore.
Will display Major Harrowing at forest
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Harrow of Books Difficulty: 1d6 ⇒ 2
Random Bane Effect: 1d6 ⇒ 4 Suffer 1d4 Force damage
Force Damage: 1d4 ⇒ 1 Recharge Fortune-teller for the damage
Recharge Clairvoyance to use character card, recharge Disintegrate to use Serithial, recharge Leech to use Knowledge for Acrobatics, harrowing adds 3
INT Knowledge Acrobatics Check DC 10+12+2=24: 1d12 + 6 + 1d12 + 4 + 2d6 + 3 ⇒ (3) + 6 + (2) + 4 + (1, 3) + 3 = 22 Not Quite
INT Knowledge Acrobatics Check DC 10+12+2=24 HERO POINT: 1d12 + 6 + 1d12 + 4 + 2d6 + 3 ⇒ (3) + 6 + (7) + 4 + (2, 6) + 3 = 31 Success, pass it over to Adowyn for 2nd check and then 1st check for danger to close
display steal soul
Random Roll: 1d6 ⇒ 41d6 ⇒ 41d4 ⇒ 1 difficulty increased by 4; Rivani takes 1 force damage;
| Adowyn the Hunter |
First Vampire: Ask Ranzak for The Joke (blessing is buried and Ranzak needs to recharge another card first). Not great but taking 2 cards from Ranzak seemed better than taking 2 cards from Ramexes given hand size differences. Recharge Stag to recharge Fox to add 1d4. Divine 7+6=13: 2d8 + 5 + 1d4 ⇒ (1, 6) + 5 + (1) = 13 Success. Rivani can display Steal Soul if desired.
Second Vampire: Using Rivani's roll in the spoiler for Harrow of Books. Recharge Balmberry to reveal and additionally discard Marksman's Bow. Recharge Staff of Greater Healing to recharge Snow Leopard. Combat 10+6+6+4=26: 1d10 + 2d6 + 13 + 1d4 ⇒ (4) + (2, 4) + 13 + (3) = 26 Also success. My hand is empty.
| Rivani 12789 |
recharge The First for the 1 force damage
difficulty for 2nd danger check: 1d6 ⇒ 1
Recharge Headband to use character card, recharge Vampiric Touch to use Serithial, Recharge Serithial to use Knowledge for Acrobatics, harrowing adds 3 and steal soul adds 1d4
INT Knowledge Acrobatics Check DC 10+12+1=23: 1d12 + 6 + 1d12 + 4 + 2d6 + 3 + 1d4 ⇒ (8) + 6 + (1) + 4 + (3, 1) + 3 + (3) = 29 Success..will move to base to heal 1, draw boors and display
Rivani (Phrenic Master) has all cards in her discard pile healed: (Dominate). Deck shuffled.
Rivani Ends her turn
During This Adventure:
Harrow Suit: Books
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Setup Add the Onslaughts wildcard Desperate.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Aviva Racovick:
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • ? You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: Before acting against a story bane, roll 1d6:
1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
4. Suffer 1d4 Force damage.
5. Bury an ally or a blessing.
6. Discard a random card from your hand or bury a random card from your discards.
Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!
Rivani attempts to recover all cards in her Recovery pile.
Major Harrowing: Arcane 14: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15 -> Major Harrowing recharged .
Rivani resets her hand.
"
Hand: The Foreign Trader, Life Drain, Dominate, Clairvoyance, Vampiric Touch, Chain Lightning, Disintegrate 2, Leech,
Displayed: Steal Soul, Boors,
Deck: 15 Discard: 0 Buried: 1
Hero Points: 2
reroll last used: 6-5D / Hero Point: 6-6B
NOTES:
Available Support: Blessings are available for use.
Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
Other: Upgrade List: Spell 6 (Dominate)
Middle of Deck (Unknown Order): Headband of Mental Superiority, Dust of Revealing, The First, Infernal Healing, Fate-reader Lenses, The Peacock, Serithial, Vindicator, The Lady of Mysteries, Fortune-teller, Bound Imp, Disintegrate, Blessing of the Sages, Death's Touch
Recharged: Major Harrowing,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
-Ranged: Knowledge (with recharge)
-Perception: Knowledge (with recharge)
-Acrobatics: Knowledge (with recharge)
-Craft: Knowledge (with recharge)
-Disable: Knowledge (with recharge)
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Mental
POWERS:
For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
you may explore again).
☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
[u]Summary[/u]
Current Location: Base
Acquired: Boors Supporter
Banished: All cards at Forest (location closed)
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
| Ranzak - Iceman |
Recharge Ring to bury The Joke
.
Hand: Dancing Dagger, Thieves' Tools (Core), Robe of Items, Cerulean Mastermind,
Displayed: Jayna Lemore, Angelic Armor, Bloodroot Poison,
Deck: 14 Discard: 0 Buried: 3
Hero Points: 2
Used Accessory re-roll: N
NOTES:
Available Support: Dagger and Mastermind (bury Tools) are available.
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).
Middle of Deck (Unknown Order): Kazavon's Shield, Corrosion, Blessing of Wadjet, Blessing of Yaezhing, Embalming Fluid, Splashbolt Crossbow, Limning Starknife, Venomous Dagger, Venomous Heavy Crossbow +2, Blessing of the Savored Sting, Boots of Alacrity, Gem of Physical Prowess (Core)
Recharged: Forensic Physician, Ring of Regeneration,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
Disable: Dex +1
Stealth: Dex +1
Constitution d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Con +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wis +3
Charisma d6 ☑ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Weapons, ☑ Armor
POWERS:
If there is another local character, you may evade a bane; a random other local character encounters it instead.
On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
☐ When you close or guard your location, draw a new plunder card.
☐ You may discard a card from the hourglass to explore your location.
When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
| Ramexes - Gimry |
========================
Ramexes starts his turn.
Hour: The Big Sky
Hour Power:At the start of your turn, you may remove 1 of your scourges.
Location: Ruin
Location Power:When a monster is undefeated, shuffle a new monster into the location.
During This Adventure:
Scenario Powers:
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
BYA Constitution 7: 1d8 + 1d4 ⇒ (8) + (4) = 12
Constitution - 1d8
Steal Soul - 1d4
Combat 16: 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 1d4 ⇒ (3) + 5 + (7) + 2 + (4) + 1 + (2) = 24
Combat(Melee) - 1d8+5
Thundering Earthbreaker - 1d12+2
Touch of Flame - 1d8+1
Steal Soul - 1d4
Defeating a monster lets me examine top 2 cards
Card 2- Crematory Blast
Card 3 - Poison Gas
"
Hand: Thundering Earthbreaker, Icy Prison, Major Cure, Blessing of the Gods, The Healing Light,
Displayed: Steal Soul,
Deck: 18 Discard: 0 Buried: 0
Current Location: Ruin
Hero Points: 0
NOTES:
Available Support:Healing Light - Bless/Heal if successful
Other: Paizo reroll used for scenario 6-6B?: N
Middle of Deck (Unknown Order): Lyrune-Qua Truthspeaker, Angelic Armor, Divine Insight, Dragonbane Greatsword, Giantbane Greataxe, Darb Tuttle, Gorum's Iron, Hellknight Plate, Divine Fortune, The Mountain Man, Staff of Minor Healing, Flamer (Druid of the Flame), Ukwar Axe, Regill (Hellknight of the Nail), Wand of Restorative Touch, Abadar's Law, Our Lord In Iron, Clib (Clockwork Librarian)
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Divine: Charisma +1
- Diplomacy: Charisma +2
Favored Card: Weapons
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location.
☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
☑ On your check to acquire a weapon or armor add 1 die
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
End of Turn Summary
Banished top Card of The Ruin
Examined Cards 2 and 3
| Ranzak - Iceman |
Ranzak's turn
Hour of The Fiend
When you suffer a scourge on your turn, each local character suffers it.
Move to Ruin
When a monster is undefeated, shuffle a new monster into the location.
Free explore of #1: Crematory Blast
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Reveal Thieves' Tools
Fort 12: 1d12 + 3 + 1d8 ⇒ (9) + 3 + (7) = 19 Success
Add a trap counter
Discard Cerulean Mastermind to explore #2: Poison Gas
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Reveal and recharge Thieves' Tools
Disable 6+6=12: 1d10 + 4 + 2d8 ⇒ (2) + 4 + (3, 1) = 10 Reroll the 1
Disable 6+6=12: 2 + 4 + 3 + 1d8 ⇒ 2 + 4 + 3 + (7) = 16 Success
Add second trap counter
Discard Robe of Items to draw Ring of Regeneration and Embalming Fluid (and shuffle).
End turn
Ring recharges Cerulean Mastermind
"
Hand: Dancing Dagger, Venomous Heavy Crossbow +2, Kazavon's Shield, Ring of Regeneration, Embalming Fluid, Thieves' Tools (Core), Blessing of Yaezhing, Blessing of Wadjet,
Displayed: Jayna Lemore, Angelic Armor, Bloodroot Poison,
Deck: 9 Discard: 1 Buried: 3
Hero Points: 2
Used Accessory re-roll: Y
NOTES:
Available Support: Dagger, Crossbow, Shield, and Blessings are available.
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).
Middle of Deck (Unknown Order): Splashbolt Crossbow, Boots of Alacrity, Corrosion, Venomous Dagger, Blessing of the Savored Sting, Gem of Physical Prowess (Core), Forensic Physician, Limning Starknife
Recharged: Cerulean Mastermind,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
Disable: Dex +1
Stealth: Dex +1
Constitution d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Con +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wis +3
Charisma d6 ☑ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Weapons, ☑ Armor
POWERS:
If there is another local character, you may evade a bane; a random other local character encounters it instead.
On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
☐ When you close or guard your location, draw a new plunder card.
☐ You may discard a card from the hourglass to explore your location.
When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
| Adowyn the Hunter |
Move to Ruin on closing. Hour of the Eternal Rose. Start of turn examine top card of Ruin: Henchman Proxy A2. Move to Campsite and explore.
Campsite 1: Jasan Adriel. Character power adds 1d6. Charisma 11: 2d6 ⇒ (6, 2) = 8 Failed and banished. Hand is empty so Desperate does nothing. At end of turn, heal Marksman's Bow.
Hand: Staff of Greater Healing, Archer's Bracers, Major Cure, Snow Leopard, Leryn (Ally), Cure,
Displayed: Leryn (Cohort), Blessing of Wind and Waves,
Deck: 14 Discard: 0 Buried: 1
Current Location: Campsite
Hero Points: 0
6-6B Playmat: available
6-6B Reroll: available
NOTES:
Available Support: Use anything marked feel free to use without asking.
Feel free to use:
- Cure: Heal 1d4+1 cards.
- Snow Leopard: On a combat check, recharge to add 1d4.
Ask in Discord before using:
- N/A
Movement: Move to Campsite next
Middle of Deck (Unknown Order): Nirmathas Longbow, Headband of the Wolf, Aspect of the Wolf, Efficient Quiver, Balmberry, Stag, Thorn Bow, Blessing of Gozreh, Blessing of the Ancients, Marksman's Bow, Blessing of Old Deadeye, Hatchetbird, Hellknight Plate, Fox
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +3
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Perception: Wisdom +2 (while Leryn is displayed)
Charisma d6 ☐ +1 ☐ +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☑ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
☑ When you encounter a barrier, you may draw a card.
☑ You gain the skill Disable: Dexterity +2.
☐ You gain the skill Stealth: Dexterity +2.
Ruin 4 examined: Henchman Proxy / Vampire
Campsite 1 banished
| Rivani 12789 |
Out of Turn Updates: None
Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
if random character, using Self as #1
Turn - Hour: 12 - Hourglass Card 5 Rivani/Zalarian Urgathoa's Gluttony
Hour Rules: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
SOT: None
Give Card: None
Move Step: Base->River
examine top 3 cards of location deck:
River Card 1: Henchman Proxy A4
River Card 2: Wand of Flame
River Card 3: Catoblepas TRIGGER use power to recharge dominate and keep there.
Location Powers: On your check, you may discard a card to reroll a die.
consulting with group and checking changes
| Rivani 12789 |
Will go ahead and prepare for it by burying Boors to draw Melee weapon and then ranged weapon
Melee - Dancing Dagger
Ranged - Guardian Bow
will pick Dancing Dagger
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
Will display chain lightning
Random Roll: 1d6 ⇒ 21d6 ⇒ 5 Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
Difficulty of first increased by 5
Constitution Check DC 10: 1d6 + 1d4 ⇒ (4) + (1) = 5 No Success; discard Life Drain since power will require more recharging
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Recharge Clairvoyance to freely reveal Dancing Dagger and then recharge Vampiric Touch to use chain lightning and have Ramexes bury BotG and recharge a card to copy hour to bless twice.
Arcane INT Check DC 10+12+5=27: 1d12 + 6 + 3d6 + 2d12 + 1d4 + 1d4 ⇒ (3) + 6 + (3, 5, 6) + (9, 5) + (4) + (1) = 42 Success; determine next difficulty
2nd check difficulty: 1d6 ⇒ 2
Will recharge Dancing Dagger to use Disintegrate and have Razak bury blessing and recharge card
Arcane INT Check DC 10+12+2=24: 1d12 + 6 + 4d6 + 1d12 + 1d4 ⇒ (11) + 6 + (5, 2, 3, 1) + (1) + (1) = 30
Success..will now attempt to close burying The Foreign Trader to bless and add int die plus steal soul plus Adowyn's wind and waves
Constitution Check DC 5+6=11: 1d6 + 1d6 + 2d6 + 1d12 + 1d4 ⇒ (2) + (6) + (4, 5) + (1) + (3) = 21 success; will move to base to draw Moise and heal 1 to remove poisoned and then display supporter and try to use leech to heal
Leech Healing: 1d4 - 1 ⇒ (3) - 1 = 2 Rivani (Phrenic Master) has all cards in her discard pile healed: (Life Drain). Deck shuffled.
Rivani Ends her turn
During This Adventure:
Harrow Suit: Books
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Setup Add the Onslaughts wildcard Desperate.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Aviva Racovick:
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • ? You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: Before acting against a story bane, roll 1d6:
1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
4. Suffer 1d4 Force damage.
5. Bury an ally or a blessing.
6. Discard a random card from your hand or bury a random card from your discards.
Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!
Rivani attempts to recover all cards in her Recovery pile.
Chain Lightning: Arcane 10: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (3) = 13 -> Chain Lightning recharged .
Disintegrate: Arcane 16: 1d12 + 6 + 1d4 ⇒ (12) + 6 + (1) = 19 -> Disintegrate recharged .
Rivani resets her hand.
"
Hand: Fate-reader Lenses, Disintegrate, Major Harrowing, Life Drain, Dust of Revealing, Infernal Healing, Dancing Dagger, Leech,
Displayed: Steal Soul, Moise,
Deck: 15 Discard: 0 Buried: 3
Hero Points: 2
reroll last used: 6-5D / Hero Point: 6-6B
NOTES:
Available Support: Blessings are available for use.
Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
Other: Upgrade List: Spell 6 (Dominate)
Middle of Deck (Unknown Order): Headband of Mental Superiority, Clairvoyance, Dominate, Blessing of the Sages, The First, The Lady of Mysteries, The Peacock, Fortune-teller, Vindicator, Serithial, Bound Imp, Death's Touch, Vampiric Touch
Recharged: Chain Lightning, Disintegrate 2,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
-Ranged: Knowledge (with recharge)
-Perception: Knowledge (with recharge)
-Acrobatics: Knowledge (with recharge)
-Craft: Knowledge (with recharge)
-Disable: Knowledge (with recharge)
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Mental
POWERS:
For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
you may explore again).
☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
[u]Summary[/u]
Current Location: Base
Acquired: Dancing Dagger from random
Moise
Banished: All cards at river
Examined: None
Random Card(s) Used: Weapons 1-4
Displayed: None
Other Player(s) Resources Used: blessing and a recharge from Ramexes (BotG) and Ranzak
Actions needed by other Player(s): None
| BR Nathan Davis |
During This Adventure:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.
Harrow Suit: Books
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Setup Add the Onslaughts wildcard Desperate.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • ? You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: Before acting against a story bane, roll 1d6:
1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
4. Suffer 1d4 Force damage.
5. Bury an ally or a blessing.
6. Discard a random card from your hand or bury a random card from your discards.
Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!
Additional Rules: Story Banes
Danger: Vampire
Villain: Zenobia Zenderholm (Zenobia Zanthret)
Henchmen (Closing): Vampires-Proxy A
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Story Bane
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Scenario Level (#): 6
Turn: 13, Ramexes/Gimry
Monsters
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Barriers
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 1
Traits:
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:
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 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
Weapons
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
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Spells
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 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
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Items
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Allies
CotCT
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
CotCT
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
CotCT
Ally 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
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
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: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hour Power: On your check to close or to guard, add 1d4.
Current Hour:
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hours Remaining: 17
Hourglass
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
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.
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.
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 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.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
The 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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
The Bear
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.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Rivani/Zalarian, None
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
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: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Adowyn/skizzerz, Hippogriff Rider, Silver War Paint, Henchman Proxy A3, Banshee, Horrorbane Heavy Pick, Ghoul, Salvator Scream, Ember Ghoul
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
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 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Location #3: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Story Bane 6
Type: Monster
Traits:
Cleric
Undead
To Defeat:
Constitution
Fortitude 8
THEN Combat 22
Immune to Mental and Poison.
After acting, suffer the scourges Drained and Plagued.
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
Location #6: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Gimry, Ranzak/Iceman91, 2 trap counters
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 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
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.
Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
| Ranzak - Iceman |
Recharge Thieves' Tools to bury Blessing of Yaezhing.
Hand: Dancing Dagger, Venomous Heavy Crossbow +2, Kazavon's Shield, Ring of Regeneration, Embalming Fluid, Blessing of Wadjet,
Displayed: Jayna Lemore, Angelic Armor, Bloodroot Poison,
Deck: 10 Discard: 1 Buried: 4
Hero Points: 2
Used Accessory re-roll: Y
NOTES:
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).
Middle of Deck (Unknown Order): Forensic Physician, Gem of Physical Prowess (Core), Venomous Dagger, Splashbolt Crossbow, Blessing of the Savored Sting, Boots of Alacrity, Limning Starknife, Corrosion
Recharged: Cerulean Mastermind, Thieves' Tools (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
Disable: Dex +1
Stealth: Dex +1
Constitution d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Con +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wis +3
Charisma d6 ☑ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Weapons, ☑ Armor
POWERS:
If there is another local character, you may evade a bane; a random other local character encounters it instead.
On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
☐ When you close or guard your location, draw a new plunder card.
☐ You may discard a card from the hourglass to explore your location.
When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
| Ramexes - Gimry |
========================
Ramexes starts his turn.
Hour: Abadar's Law
Hour Power:On your check to close or to guard, add 1d4.
Location: Ruin
Location Power:When a monster is undefeated, shuffle a new monster into the location.
During This Adventure:
Scenario Powers:
Stay at Ruin to help guard if needed
"
Hand: Thundering Earthbreaker, Giantbane Greataxe, Divine Fortune, Major Cure, The Healing Light,
Displayed: Steal Soul,
Deck: 17 Discard: 0 Buried: 1
Current Location: Ruin
Hero Points: 0
NOTES:
Available Support:
Other: Paizo reroll used for scenario 6-6B?: N
Middle of Deck (Unknown Order): The Mountain Man, Darb Tuttle, Lyrune-Qua Truthspeaker, Gorum's Iron, Abadar's Law, Ukwar Axe, Angelic Armor, Regill (Hellknight of the Nail), Flamer (Druid of the Flame), Clib (Clockwork Librarian), Our Lord In Iron, Hellknight Plate, Staff of Minor Healing, Divine Insight, Wand of Restorative Touch, Dragonbane Greatsword
Recharged: Icy Prison,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Divine: Charisma +1
- Diplomacy: Charisma +2
Favored Card: Weapons
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location.
☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
☑ On your check to acquire a weapon or armor add 1 die
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
| Ranzak - Iceman |
Ranzak's turn
Hour of Shelyn's Song
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
SoT: Ring recharge Robes
Give Blessing of Wadjet to Ramexes
to fuel his Touch of Flame
Move to Graveyard
Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
End turn
Discard Ring and Shield when resetting
Hand: Dancing Dagger, Venomous Heavy Crossbow +2, Venomous Dagger, Splashbolt Crossbow, Corrosion, Embalming Fluid, Forensic Physician, Blessing of the Savored Sting,
Displayed: Jayna Lemore, Angelic Armor, Bloodroot Poison,
Deck: 6 Discard: 2 Buried: 4
Hero Points: 2
Used Accessory re-roll: Y
NOTES:
Available Support: Corrosion, Daggers and Crossbows are available
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).
Middle of Deck (Unknown Order): Gem of Physical Prowess (Core), Boots of Alacrity, Limning Starknife
Recharged: Cerulean Mastermind, Thieves' Tools (Core), Robe of Items,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
Disable: Dex +1
Stealth: Dex +1
Constitution d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Con +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wis +3
Charisma d6 ☑ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Weapons, ☑ Armor
POWERS:
If there is another local character, you may evade a bane; a random other local character encounters it instead.
On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
☐ When you close or guard your location, draw a new plunder card.
☐ You may discard a card from the hourglass to explore your location.
When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
| Adowyn the Hunter |
Off-turn: Recharge Blessing of Wind and Waves once River closes. Hour of the Avalanche. Start of turn examine top of Campsite: Salvator Scream. Use playmat power at start of turn to discard Cure to draw Hellknight Plate. Reveal Staff of Greater Healing at start of turn to heal that discarded Cure. Display Hellknight Plate, then explore.
Campsite 1: Salvator Scream. Character power adds 1d6. Charisma 10: 2d6 ⇒ (2, 2) = 4 Banished. Discard Major Cure to Desperate. Recharge Leryn to examine the top card of Campsite: Ghoul. End turn, healing Major Cure.
Hand: Staff of Greater Healing, Archer's Bracers, Marksman's Bow, Snow Leopard, Cure, Balmberry,
Displayed: Leryn (Cohort), Hellknight Plate,
Deck: 14 Discard: 0 Buried: 1
Current Location: Campsite
Hero Points: 0
6-6B Playmat: used
6-6B Reroll: available
NOTES:
Available Support: Use anything marked feel free to use without asking.
Feel free to use:
- N/A
Ask in Discord before using:
- Cure: Heal 1d4+1 cards. (I need this card to guard Campsite; only use if we aren't going after villain this round)
- Snow Leopard: On a combat check, recharge to add 1d4. (I need this card to guard Campsite; only use if we aren't going after villain this round)
Movement: N/A
Middle of Deck (Unknown Order): Major Cure, Aspect of the Wolf, Thorn Bow, Blessing of Gozreh, Nirmathas Longbow, Leryn (Ally), Fox, Blessing of the Ancients, Blessing of Old Deadeye, Hatchetbird, Stag, Headband of the Wolf, Blessing of Wind and Waves, Efficient Quiver
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +3
Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Perception: Wisdom +2 (while Leryn is displayed)
Charisma d6 ☐ +1 ☐ +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☑ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
☑ When you encounter a barrier, you may draw a card.
☑ You gain the skill Disable: Dexterity +2.
☐ You gain the skill Stealth: Dexterity +2.
Campsite 1 banished.
Campsite 2 examined.
| Rivani 12789 |
Out of Turn Updates: None
Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
if random character, using Self as #1
Turn - Hour: 16 - Hourglass Card 3 Rivani/Zalarian Orison
Hour Rules: None
SOT: None
Give Card: None
Discard Fate-Reader lenses to examine/reorder Ruin:
Keep order same
Move Step: Stay at Base
Explore and grab pathfinder bodyguard and draw a card (Dominate)
Discard Leech to explore and grab Pathfinder Chronicler and recharge dominate, Life drain and dust of Revealing..reward allows to move so will move to Ruin
Display Major Harrowing at Ruins, Display Infernal Healing, display Chronicler and Body Guard
Rivani Ends her turn
During This Adventure:
Harrow Suit: Books
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Setup Add the Onslaughts wildcard Desperate.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Aviva Racovick:
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • ? You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: Before acting against a story bane, roll 1d6:
1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
4. Suffer 1d4 Force damage.
5. Bury an ally or a blessing.
6. Discard a random card from your hand or bury a random card from your discards.
Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!
Rivani attempts to recover all cards in her Recovery pile.
Rivani resets her hand. At beginning of Ramexes turn will send Bound Imp to recovery to draw 2 cards (Serithial, The Peacock)
"
Hand: Dancing Dagger, Disintegrate, Headband of Mental Superiority, Vindicator, The Lady of Mysteries, Fortune-teller, Vampiric Touch, Serithial, The Peacock,
Displayed: Steal Soul, Moise, Major Harrowing, Infernal Healing, Pathfinder Bodyguard, Pathfinder Chronicler,
Deck: 9 Discard: 2 Buried: 3
Hero Points: 2
reroll last used: 6-5D / Hero Point: 6-6B
NOTES:
Available Support: Blessings are available for use.
Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
Other: Upgrade List: Spell 6 (Dominate)
Middle of Deck (Unknown Order): Blessing of the Sages, The First, Death's Touch, Clairvoyance
Recharged: Chain Lightning, Disintegrate 2, Dominate, Life Drain, Dust of Revealing,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
-Ranged: Knowledge (with recharge)
-Perception: Knowledge (with recharge)
-Acrobatics: Knowledge (with recharge)
-Craft: Knowledge (with recharge)
-Disable: Knowledge (with recharge)
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Mental
POWERS:
For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
you may explore again).
☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
[u]Summary[/u]
Current Location: Ruins
Acquired: None
Banished: None
Examined: Ruin Card 1 (Henchman Proxy A2)
Ruin Card 2: Fireball Beads
Ruin Card 3: Friendly Game of Sredna
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
| BR Nathan Davis |
During This Adventure:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.
Harrow Suit: Books
Base Powers:
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.
Shared Tracker (Hands/Loot/Supporters)
During This Scenario: Setup Add the Onslaughts wildcard Desperate.
After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.
Supporter
Traits: Human Arcanist
Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • ? You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
During This Scenario: Before acting against a story bane, roll 1d6:
1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
4. Suffer 1d4 Force damage.
5. Bury an ally or a blessing.
6. Discard a random card from your hand or bury a random card from your discards.
Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!
Additional Rules: Story Banes
Danger: Vampire
Villain: Zenobia Zenderholm (Zenobia Zanthret)
Henchmen (Closing): Vampires-Proxy A
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Story Bane
Type: Monster
Traits: Cleric Undead
To Defeat: Constitution Fortitude 8 THEN Combat 22
Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Scenario Level (#): 6
Turn: 17, Ramexes/Gimry
Monsters
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 6
Traits:
Outsider
Sorcerer
To Defeat:
Combat 27
OR Arcane
Divine 14
Immune to Acid, Cold, and Poison.
Resistant to Attack.
Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
CotCT
Monster 6
Traits:
Fiend
Outsider
To Defeat:
Combat 24
Immune to Acid and Poison.
Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
If undefeated, suffer the scourge Plagued.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Barriers
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Core
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 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
Weapons
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Spells
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.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
Allies
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Blessings
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.
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Core
Blessing 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 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hour Power: On your check against an Animal or Elemental card, add 1d4.
Current Hour:
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hours Remaining: 13
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 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.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
The 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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
The Bear
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.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
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: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Adowyn/skizzerz, Hippogriff Rider, Silver War Paint, Henchman Proxy A3, Banshee, Horrorbane Heavy Pick, Ember Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
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 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Location #3: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Iceman91, None
CotCT
Story Bane 6
Type: Monster
Traits:
Cleric
Undead
To Defeat:
Constitution
Fortitude 8
THEN Combat 22
Immune to Mental and Poison.
After acting, suffer the scourges Drained and Plagued.
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
Location #6: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Rivani/Zalarian, Ramexes/Gimry, 2 trap counters
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 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
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.
Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
| Rivani 12789 |
Performing guard of Ruins that will either happen on one of the next 3 turns:
On Ramexes turn, will bury Moise to draw a card (The First) and optionally recharge(Vampiric Touch) and draw a card (Blessing of the Sages)
Hand: Dancing Dagger, Disintegrate, Headband of Mental Superiority, Vindicator, The Lady of Mysteries, Fortune-teller, Blessing of the Sages, Serithial, The Peacock, The First,
Displayed: Steal Soul, Major Harrowing, Infernal Healing, Pathfinder Bodyguard, Pathfinder Chronicler,
Deck: 8 Discard: 2 Buried: 4
Hero Points: 2
reroll last used: 6-5D / Hero Point: 6-6B
NOTES:
Available Support: Blessings are available for use.
Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
Other: Upgrade List: Spell 6 (Dominate)
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Before acting against a story bane: 1d6 ⇒ 41d4 ⇒ 1 1 force damage; costs an extra card to recharge so will discard Fortune-teller
Vampire combat DC difficulty: 1d6 ⇒ 5
Recharge Headband to reveal Serithial, recharge Dancing Dagger to use character card and recharge Disintegrate for Knowledge+steal soul+Major Harrowing of 3
INT Knowledge Acrobatics Check DC 10+12+5=27: 1d12 + 6 + 1d12 + 4 + 2d6 + 1d4 + 3 ⇒ (5) + 6 + (9) + 4 + (1, 2) + (3) + 3 = 33 Success
Vampire combat DC difficulty: 1d6 ⇒ 2
Recharge Blessing of Sages to reveal Serithial, recharge Serithial to use character card and recharge The Lady of Mysteries for Knowledge+steal soul+Major Harrowing of 3
INT Knowledge Acrobatics Check DC 10+12+2=24: 1d12 + 6 + 1d12 + 4 + 2d6 + 1d4 + 3 ⇒ (9) + 6 + (11) + 4 + (5, 5) + (1) + 3 = 44 Success; ruins is guarded; hand is as follows
Hand: Vindicator, The Peacock, The First,
Displayed: Steal Soul, Major Harrowing, Infernal Healing, Pathfinder Bodyguard, Pathfinder Chronicler,
Deck: 14 Discard: 3 Buried: 4
Hero Points: 2
reroll last used: 6-5D / Hero Point: 6-6B
NOTES:
Available Support: Blessings are available for use.
Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
Other: Upgrade List: Spell 6 (Dominate)
| Ramexes - Gimry |
========================
Ramexes starts his turn.
Hour: Gozreh’s Growth
Hour Power:On your check against an Animal or Elemental card, add 1d4.
Location: Ruin
Location Power:When a monster is undefeated, shuffle a new monster into the location.
During This Adventure:
Scenario Powers:
Here we go!
CotCT
Story Bane 6
Type: Monster
Traits:
Cleric
Undead
To Defeat:
Constitution
Fortitude 8
THEN Combat 22
Immune to Mental and Poison.
After acting, suffer the scourges Drained and Plagued.
BYA: 1d6 ⇒ 3
Use Savored Sting here
Savored Sting: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (1) + (1) + (1) + (8) = 11
Wisdom 10: 1d4 + 1d6 + 1d4 + 8 ⇒ (4) + (6) + (1) + 8 = 19
Wisdom - 1d4
Divine Fortune - 1d6
Steal Soul - 1d4
Blessing of Savored Sting - 8
So for the Con/Fort check, if Ranzak gets Dazed. I could do 1d8+1d6+1d4+1d8 with a blessing, but I think even dazed Ranzak would have a better shot
Combat: 1d6 ⇒ 1
Combat 23(22+1): 1d8 + 5 + 1d12 + 1 + 1d8 + 1d4 + 1d6 + 1d8 + 1d4 + 1d4 ⇒ (1) + 5 + (9) + 1 + (8) + (1) + (6) + (4) + (3) + (3) = 41
Combat(Melee) - 1d8+5
Giantbane Greataxe - 1d12+1
Discard - 1d8
Steal Soul - 1d4
Divine Fortune - 1d6
Blessed - 1d8
Dancing Dagger - 1d4
Snow Leopard - 1d4
Reveal Major Cure for Touch of Flame
Use the Wadjet that Ranzak gave me to bless