
Sajan Hawkmoon |

Bot for Mavaro's attempt to guard
Attempt to acquire an item
Random Item: Token of Remembrance
Intelligence 5: 1d8 + 1d6 + 1d4 + 1 ⇒ (2) + (5) + (1) + 1 = 9
Success
Acquired
Guarded

BR Nathan Davis |

Scenario 1B: Tangled Sails
Development:
You’ve restored some measure of order to the docks. During the commotion, several boats slipped away with citizens who jumped the lines and are likely, at this moment, paying all their coin to greedy ship captains for “exclusive passage.”
“We’re establishing a priority system for the ships,” the knight explains to you. “Ships with the largest capacity for evacuees get priority. Other ships must wait their turns. It’s going to be a lot slower to get the evacuees out, but we shouldn’t get a brawl like the last one.”
You can’t help but think a solution that results in slower evacuations is a mistake. Perhaps the dock fight was no coincidence, but part of a larger scheme you don’t yet see. You can’t leave yet; you’ve got to get to the bottom of this mystery.
Rewards:
Scenario: Rally the supporter Pathfinder Bodyguard.
Supporter
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.
Character Advancement: Each character gains an experience point and a Hero Point.
Upgrades:
Priest of Pharasma (Ally 1)
Standard Bearer (Ally 1)
Fox (Ally 1)
Slick Leather (Armor 1)
Leather Armor (Armor 0)
Magic Leather Armor (Armor 1)
The Beating (Blessing 1)
The Winged Serpent (Blessing 1)
Shelyn's Song (Blessing 1)
Bracers of Protection (Item 0)
Sacred Candle (Item 1)
Noxious Bomb (Item 0)
Staff of Minor Healing (Item 1)
Token of Remembrance (Item 0)
Force Missile (Spell 0)
Frozen Touch (Spell 0)
Sleep (Spell 0)
Longspear (Weapon 0)
Longbow (Weapon 0)
Glorious Warhammer (Weapon 1)
Scythe (Weapon 0)
Ally 111
Armor 11
Blessing 111
Item 11
Spell -
Weapon 1

Sajan Hawkmoon |
1 person marked this as a favorite. |

Where the winds whisper secrets to sails in knots, the seagulls dance in reverse, reminding us that in the tapestry of confusion, even the tangled threads sing the song of celestial navigation.

BR Nathan Davis |

ADVENTURE 1: CITY OF SAILS AND SHROUDS
Scenario 1C: To Seek the Devil's Doorstep
Viora Skedrin, the ranking leader in the Pathfinder lodge in Vellumis, has strongly suggested you evacuate the city. Yet you spotted a devil provoking violence at the docks, and you suspect there’s something more than a malicious imp at work. You’ve heard that the Whispering Way, an organization of cultists who serve the Whispering Tyrant, might be active in the city. Most members of this secretive cult pose as townsfolk with careers that put them in touch with the dead, but the Whispering Way attracts evil scholars and nihilists of all types. The city’s recent spate of unexplained fires may well be their handiwork, and you wouldn’t put devil-summoning past them. If you follow the devils, you might find the Whispering Way, or whoever else is behind the flames. There are too many places to hide in a city where ragged refugees are common and locals evacuate the city in increasing numbers each day.
It takes a few days of running down leads and researching rumours, but you’ve determined that most of the devil sightings are in the city’s academic district. There, laboratories and academies are common, and marble-clad manors overlook the city with stately grace. So you prepare for a stakeout of the academic district, where well-manicured shrubberies and ornate plazas provide ample places to loiter discreetly. It’s a far cry from busting heads in the Labourer’s Market, but your targets are much slipperier than overeager looters.
Late in the evening, you spy a strange creature flitting from rooftop to rooftop. It has the torso of a fat baby and the lower body of an oversized housefly. This is an accuser devil, of a kind frequently summoned by mortals to serve as spies or saboteurs. You’re on the right track. The devil flits away from you, but you know its master must be nearby. By questioning some locals and keeping an eye out for evidence of devil sightings, you should be able to pinpoint the centre of diabolic activity.
At worst, you’ll have to capture and interrogate a fanged devil-baby. Put that way, though, you’d rather be back to catching looters.

BR Nathan Davis |

Scenario 1C: To Seek the Devil's Doorstep
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 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
Examined Harrow Blessing: The Betrayal Harrow Suit: Crowns
Setup: Shuffle a Proxy B into each location.
During This Scenario: When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location. When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
Legendary:
Increase # for banes and the vault’s bane level by 1.
Wildcards
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. The gods and fates want nothing to do with this diabolical activity.
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 1d6. These Cultists are ready for a fight!
Last Wildcard: 1d10 ⇒ 9 Harrow of Keys
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards. To catch the devil, you have to be quick on your feet.
Story Banes
Danger: Cultist
Villain: Accuser Devil
Henchmen (Closing): Diabolical Imp, Cultists—Proxy A
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Story Bane
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

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 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
Harrow Suit: Crowns
During This Scenario: Setup: Shuffle a Proxy B into each location.
During This Scenario: When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location. When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
Legendary:
Increase # for banes and the vault’s bane level by 1.
Wildcards
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. The gods and fates want nothing to do with this diabolical activity.
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 1d6. These Cultists are ready for a fight!
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards. To catch the devil, you have to be quick on your feet.
Additional Rules: Story Banes
Danger: Cultist
Villain: Accuser Devil
Henchmen (Closing): Diabolical Imp, Cultists—Proxy A
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Story Bane
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Scenario Level (#): 1
Turn: 1, Seoni/Gimry
Monsters
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
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 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.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Barriers
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Core
Barrier 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 0
Traits:
Devil
Dragon
Outsider
Skirmish
To Defeat:
Combat 10
OR Arcane
Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.
Weapons
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Spells
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Armors
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Items
CotCT
Item 0
Traits:
Accessory
Piercing
To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison
To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Allies
Core
Ally 0
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
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 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
CotCT
Blessing 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.
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, you may discard a card to reroll a die showing 1.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hours Remaining: 29
Hourglass
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.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
The 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.
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Keep
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.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
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 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 Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Sarenrae's Light
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.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
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.
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
The Real Rabbit Prince
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.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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 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 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.
Location #1: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Barrier 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
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 14
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
CotCT
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Location #2: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
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
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
Located/Displayed Here: None
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 10
OR Arcane
Divine 7
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #7: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
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 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 1
Traits:
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
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
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.
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Location #8: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
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 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Location #9: 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: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.

Marvy to his friends |

Trade out Walking Stick, Planchette, and Blessing of Abraxas for Dagger (Core), Korvosan Guard, and The Wanderer. Starting at Office.
Hand: Cure, Blessing of the Spellbound, Harrow Deck (Core), Spellbook, Spirit Surge, Korvosan Guard,
Displayed:
Deck: 9 Discard: 0 Buried: 0
"Current Location: Office
Hero Points: 0"
"NOTES:
Available Support: Boons are available for use.
Folio reroll: UnusedBlessing of the Spellbound: Discard to bless or recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Movement: Move me with the party if my location closes.
Other: Hi I'm Mavaro! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Magnifying Glass (Core), Bestiary of Garund, Dagger (Core), Force Missile (Core), Chronicler, Blessing of the Spellbound 2, Armor of the Sands, The Wanderer, The Missing Eye
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Perception: Wisdom +2
Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
☐ Heavy Armor Weapons Arcane Divine
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
At the start of the first turn recharge Harrow Deck (Core) to place Chronicler on top of my deck.

Thargrap Z. |

Starting location: Academy
Start of first turn: display Nulgreth
"
Hand: Naginata, Earthbreaker (Core), Good Omen, Guide (Core),
Displayed: Blood God Nulgreth,
Deck: 11 Discard: 0 Buried: 0
Current Location: Academy
Hero Points: 0
Tshirt Reroll: Available
NOTES:
Available Support: When a local character defeats a monster and would banish it, Thargrap will bury it instead. (Please point this out to me!).Local checks vs monsters: bury from Thargrap's discards (check with me) or banish from Thargrap's buried pile to add 1d6.
Earthbreaker: recharge for +1d6 on local vs Lock/Obstacle
Good Omen: +1d6+1 for global check to acquire, close, guard.
Guide: +1d6 for local close/guard check
Middle of Deck (Unknown Order): Blessing of Iomedae, Blessing of Gorum, Falconer, Unerring Weapon, Falcon, Blessing of Lamashtu, Blessing of the Samurai, Magic Chain Shirt (Core), Mirror Image (Core), Banner, Blessing of Norgorber
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Con +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +2
Traits: Half-Orc, Summoner
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Weapons
POWERS:
On your ([X] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☐ You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

Blackjack Quinn |

Starting at the location Seoni intends on moving to. Library or Academy I believe
Dragon's Demand: Replace Fencer with Balmberry
Hand: The Carnival, Sai, Balmberry, Elixir of Love, Armored Coat, Snake,
Displayed:
Current Location: Seoni's Next LocationDeck: 9 Discard: 0 Buried: 0
NOTES:
Available Support: Elementary: Bury Item to add 1d8+2 to local check against a barrier. (Elixir of Love/Balmberry)Snake: Local Combat add 1d4 and the Poison trait.
Blessing Available
Movement: Move me to an Open Location, or Library or Boat if my location closes.
Other: Product Reroll: Unused
Middle of Deck (Unknown Order): Blessing of the Sages, Elixir of Healing, Blessing of the Quartermaster, Sword Cane, Acid Flask, Quartermaster, Embalming Fluid, Pheromones, Elixir of Energy Resistance
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Dipomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
X
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

Sajan Hawkmoon |

Start at Chambers
HAND: Snake, Blessing of Gorum, Blessing of Irori, Blessing of Milani, Prayer
DISPLAYED:
Deck: 11 | Discards: 0 | Bury Pile: 0
Current Location: Chambers
Hero Points: 0
Accessory Reroll Status: 6-1B
NOTES:
Use anything I have as you think is best.
Location preference: Base, Docks, Repository, Manor, LibraryDECK, DISCARDS, AND BURIED:TOP OF THE DECK:
MIDDLE OF DECK: Amulet of Mighty Fists, Spyglass, Compass, Elixir of Healing, Quartermaster, Crow, Blessing of Cayden Cailean, Incitation, Blessing of Irori 2, Blessing of Erastil, Incitation
BOTTOM OF THE DECK:
DISCARD PILE:
BURY PILE:
SKILLS AND POWERS:SKILLS
STRENGTH: d6 ☐+1 ☐+2
DEXTERITY: d10 ☐+1 ☐+2 ☐+3 ☐+4
ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2
FORTITUDE: CONSTITUTION+2
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d8 ☐+1 ☐+2 ☐+3
CHARISMA: d6 ☐+1 ☐+2
POWERS
HAND SIZE 4 ☒5 ☐6
For your combat check, you may roll your Dexterity die (☐ and add the Magic trait) (☒ and the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of discarding them.
FAVORED CARD TYPE: Blessing

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 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
Harrow Suit: Crowns
During This Scenario: Setup: Shuffle a Proxy B into each location.
During This Scenario: When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location. When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
Legendary:
Increase # for banes and the vault’s bane level by 1.
Wildcards
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. The gods and fates want nothing to do with this diabolical activity.
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 1d6. These Cultists are ready for a fight!
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards. To catch the devil, you have to be quick on your feet.
Additional Rules: Story Banes
Danger: Cultist
Villain: Accuser Devil
Henchmen (Closing): Diabolical Imp, Cultists—Proxy A
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Story Bane
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Scenario Level (#): 1
Turn: 1, Seoni/Gimry
Monsters
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Barriers
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
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.
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:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Weapons
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Mace
Melee
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Spell 0
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Allies
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
CotCT
Ally 1
Traits:
Human
Rogue
Trigger
To Acquire:
CharismaDiplomacyStealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hour Power: On your check, you may discard a card to reroll a die showing 1.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hours Remaining: 29
Hourglass
Sarenrae's Light
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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
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.
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.
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.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
The 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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Real Rabbit Prince
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.
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.
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 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 Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
The Keep
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.
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: Mios/MauveAvenger, 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 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.
Location #1: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Thargrap/AbrahamZ., Seoni/Gimry, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Barrier 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
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 14
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
CotCT
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Location #2: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
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
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
Located/Displayed Here: None
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 10
OR Arcane
Divine 7
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Quinn/NathanDavis, 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 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Sajan/Hawkmoon, Mavaro/Bigguyinblack, None
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #7: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
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 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 1
Traits:
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
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
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.
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Location #8: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
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 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Location #9: 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: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.

Sajan Hawkmoon |

In the realm where the pumpkins whisper to the dusk and the stars blink in perplexity, hating the unhallowed becomes a dance with shadows that wear the sun's rays as cloaks, revealing that disdain itself is but a mirror reflecting the twilight of forgotten rainbows.
.... I hate unhallowed...

Mios the Unshaken |

Start at the Bank of Abadar. Upgrade Prayer to Blessing of Kofusachi
Hand: Earthbreaker, Spiked Breastplate, Crowbar, Board Game, Blessing of Kofusachi,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Bank of Abadar
Hero Points: 0
1A Reroll: not used
NOTES:
Available Support: Local check vs Monster: Mios can attempt a DC 8+level Knowledge check (please bot). If vulnerable to trait, add trait. If not, add 2 to combat checks
Other: Hi I'm Mios Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Staff of Minor Healing, Kusarigama, Korvosan Guard, War Drum, Horn of Battle Clarity, Compass, Soldier, Helm, Blessing of Wadjet, Lantern Implement, Wandermeal
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2
Melee: Strength +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Item
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Armors Weapon
POWERS:
Add 1d4 to your check that invokes the Animal or Lycanthrope trait.
When you (☑ or a local character) encounter a monster, you may attempt a Knowledge check with a difficulty equal to 8 (▢ 6) plus the monster’s level. If successful and the monster is Vulnerable to a trait, combat checks against the monster gain that trait until the end of the encounter; if it is not, add 2 to combat checks against it until the end of the encounter.
At the end of your turn, you may recharge a card to draw an item from your discard pile.
▢ While you have the Loot item Lantern Implement displayed, before you encounter a non-story bane monster with a level lower than the scenario’s level, you may bury a card to banish it and draw a new monster, then encounter it.

Seoni - Gimry |

Turn Order: Seoni, Quinn, Mios, Sajan, Mavaro, Thargrap
========================
Seoni starts her turn.
Hour: The Juggler
Hour Power:On your check, you may discard a card to reroll a die showing 1.
Location: Library
Location Power:On your check against a spell or a Book boon, add 1d6.
Adventure Powers:
Scenario Powers:
Move to Library
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Books: 1d6 ⇒ 6
Combat 20(10+2+2+6): 1d12 + 2 + 2d4 + 1d4 + 1d12 ⇒ (1) + 2 + (2, 3) + (2) + (6) = 16
Combat(Arcane) - 1d12+2
Magic Missile - 2d4
Binder's Tome - 1d4
Blessed - 1d12
Hour Power (Discard Magical Girl): 1d12 + 2 + 2 + 3 + 2 + 6 ⇒ (1) + 2 + 2 + 3 + 2 + 6 = 16
Paizo Reroll: 1d12 + 2 + 2 + 3 + 2 + 6 ⇒ (3) + 2 + 2 + 3 + 2 + 6 = 18
Discard Good Omen and Codex
Shuffle the top of the top of the Hourglass into my discards - Sarenrae's Light
Evacuations, Imps! I just want to get my studies done in peace!
Oblivious to everything crashing down around her, Seoni heads to the library to grab the books needed for her next assignment. Instead of watching where she is headed however, she's too busy reading her TODO list and wanders right into the middle of a pack of very angry cultists. Though she tried her best to fight her way through, the cultists prove to be a bigger challenge than she was ready for. Luckily Sarenrae comes to the rescue to get her out of there at the last minute.
"
Hand: Spell Dagger, Force Missile, Fire Snake, Binder's Tome, Sage, Blessing of the Spellbound (2),
Displayed:
Deck: 5 Discard: 5 Buried: 0
Current Location: Library
Hero Points: 1
NOTES:
Other: Paizo reroll used: Used
Middle of Deck (Unknown Order): Blessing of the Spellbound (3), Acadamae Student, Bestiary of Garund, Blessing of the Spellbound, Chronicler
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell , you automatically succeed. (☑ You may instead shuffle it into your deck.)
Board Status
Most Recent BR Refresh
Hourglass is off by 1
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Thargrap - Academy 1-11 remain
Mios - Bank Of Abadar 1-11 remain
Reading Room 1-11 remain
Quinn, Seoni - Library 1-11 remain
Laboratory 1-11 remain
Sajan - Chambers 1-11 remain
Rooftops 1-11 remain
Mavaro - Office 1-11 remain

Blackjack Quinn |

Hour of Orison
Banish Balmberry to Recovery to Heal Seoni one card.
Move to Chambers
Free explore and encounter Diseased Rats
Harrow of Books: 1d6 ⇒ 5
Reveal and discard Sai. Recharge Snake. Devise a Stratagem: Recharge Armored Coat. Discard/Bury The Carnival. Use Seoni's Force Missile.
Combat 13+5/23: 1d10 + 3 + 2d4 + 1d4 + 1d10 + 2d4 + 4 ⇒ (7) + 3 + (1, 1) + (1) + (8) + (1, 2) + 4 = 28
Banished! But it took a lot!
End of turn, Follow a Lead: Examine Force Missile
Quick Tincture: Automatically recover Balmberry
After seeing Seoni run into stiff resistance at the library, Quinn slips her a quick brew of balmberry before making a quick exit to find a row of wealthy apartments nearby that Sajan is investigating.
Quinn makes it into the entryway, only to be confronted by a supercharged swarm of diseased rats pouring in all around him. It's all he can do to fend them of with his tiny blade, as much as he tries to out manuever them. Fortunately Seoni was still nearby and heard his calls for help and obliterates the swarm with a barrage of force missiles.
As Quinn picks up the pieces, he notes a valuable heirloom, that was until recently consumed by the swarm.
Hand: Elixir of Healing, Embalming Fluid, Elixir of Energy Resistance, Elixir of Love, Pheromones, Quartermaster,
Displayed:
Current Location: ChambersDeck: 7 Discard: 1 Buried: 1
NOTES:
Available Support: Elementary: Bury Item to add 1d8+2 to local check against a barrier. (Embalming Fluid/Elixir of Energy/Resistance/Elixir of Love/Pheromones)Elixir of Healing: Local Heal 1d4 + 1 cards
Pheromones: Local Invokes Animal +1d
Elixir of Energy Resistance Available
Movement: Move me to Reading Room if my location closes.
Other: Product Reroll: Unused
Middle of Deck (Unknown Order): Sword Cane, Blessing of the Sages, Blessing of the Quartermaster, Acid Flask
Recharged: Snake, Armored Coat, Balmberry,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Dipomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
X
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
Board Status
Notes for Mavaro: Discard Blessing of the Spellbound
Notes for Seoni: Needs to add Sands of the Hour to Discards
Heal 1
Used Force Missile
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Thargrap - Academy 1-11 remain
Mios - Bank Of Abadar 1-11 remain
Reading Room 1-11 remain
Seoni - Library 1-11 remain // Cultist
Laboratory 1-11 remain
Quinn, Sajan - Chambers 1-10 remain // 1=Gem of Physical Prowess
Rooftops 1-11 remain
Mavaro - Office 1-11 remain

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 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
Harrow Suit: Crowns
During This Scenario: Setup: Shuffle a Proxy B into each location.
During This Scenario: When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location. When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
Legendary:
Increase # for banes and the vault’s bane level by 1.
Wildcards
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. The gods and fates want nothing to do with this diabolical activity.
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 1d6. These Cultists are ready for a fight!
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards. To catch the devil, you have to be quick on your feet.
Additional Rules: Story Banes
Danger: Cultist
Villain: Accuser Devil
Henchmen (Closing): Diabolical Imp, Cultists—Proxy A
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Story Bane
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Scenario Level (#): 1
Turn: 3, Mios/MauveAvenger
Monsters
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
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.
Barriers
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Barrier 1
Traits:
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:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Weapons
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Spells
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
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
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Items
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
CotCT
Item 0
Traits:
Accessory
To Acquire:
Intelligence
Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Allies
Core
Ally 0
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
CotCT
Ally 0
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Blessings
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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.
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: 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hour Power: No effect.
Current Hour:
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hours Remaining: 25
Hourglass
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
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.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
The 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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Real Rabbit Prince
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.
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.
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 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 Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
The Keep
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.
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 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 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.
Location #1: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Thargrap/AbrahamZ., None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Barrier 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
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 14
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
CotCT
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Location #2: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Mios/MauveAvenger, None
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
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
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
Located/Displayed Here: None
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 10
OR Arcane
Divine 7
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Seoni/Gimry, Cultist
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Sajan/Hawkmoon, Quinn/NathanDavis,
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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 #7: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
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 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 1
Traits:
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
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
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.
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Location #8: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Mavaro/Bigguyinblack, None
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
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 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Location #9: 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: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.

Seoni - Gimry |

Retcon - Shuffle Sands of the Hour into discards
OFF-TURN ACTIONS:
Seoni is healed for 1: (Good Omen). Deck shuffled.
Shuffle Force Missile
"
Hand: Spell Dagger, Fire Snake, Prophesize, Binder's Tome, Blessing of the Spellbound (2),
Displayed:
Deck: 8 Discard: 5 Buried: 0
Current Location: Library
Hero Points: 1
NOTES:
Other: Paizo reroll used: Used
Middle of Deck (Unknown Order): Bestiary of Garund, Acadamae Student, Good Omen, Blessing of the Spellbound (3), Sage, Blessing of the Spellbound, Chronicler, Force Missile
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell , you automatically succeed. (☑ You may instead shuffle it into your deck.)

Mios the Unshaken |

Turn Order: Seoni, Quinn, Mios, Sajan, Mavaro, Thargrap
Out of Turn Updates: N/a
Turn: Turn 16 - 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.
Hour Power: No effect.
SOT: Display Spiked Breastplate.
Move: Move to Rooftops
Explore: Brawl
When encounter a barrier, draw a new one - Ghastly Runes. Encounter Brawl
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.
No other local character. Reveal Crowbar to add 1d8.
Melee 4+2=6: 1d8 + 3 + 1d8 ⇒ (1) + 3 + (8) = 12
Defeated. Discard Blessing of Kofusachi to explore again.
Explore 2: Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Knowledge 8+2=10: 1d10 + 3 ⇒ (10) + 3 = 13
Add 2 to check. Reveal Earthbreaker to do Melee+1d12.
Combat 14: 1d8 + 3 + 1d12 + 2 ⇒ (5) + 3 + (8) + 2 = 18
Defeated.
End Turn: Reset Hand.
Recovery: N/a
Board Status
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Thargrap - Academy 1-11 remain
Bank Of Abadar 1-11 remain
Reading Room 1-11 remain
Seoni - Library 1-11 remain // Cultist
Laboratory 1-11 remain
Quinn, Sajan - Chambers 1-10 remain // 1=Gem of Physical Prowess
Mios - Rooftops 3-11 remain
Mavaro - Office 1-11 remain
Hand: Earthbreaker, Crowbar, Board Game, Korvosan Guard, Soldier,
Displayed: Spiked Breastplate,
Deck: 9 Discard: 1 Buried: 0
Current Location: Rooftops
Hero Points: 0
1A Reroll: not used
NOTES:
Available Support: Local check vs Monster: Mios can attempt a DC 8+level Knowledge check (please bot). If vulnerable to trait, add trait. If not, add 2 to combat checksBoard Game: shuffle any number of character decks or location decks
Other: Hi I'm Mios Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of Wadjet, War Drum, Compass, Wandermeal, Horn of Battle Clarity, Helm, Staff of Minor Healing, Lantern Implement, Kusarigama
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2
Melee: Strength +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Item
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Armors Weapon
POWERS:
Add 1d4 to your check that invokes the Animal or Lycanthrope trait.
When you (☑ or a local character) encounter a monster, you may attempt a Knowledge check with a difficulty equal to 8 (▢ 6) plus the monster’s level. If successful and the monster is Vulnerable to a trait, combat checks against the monster gain that trait until the end of the encounter; if it is not, add 2 to combat checks against it until the end of the encounter.
At the end of your turn, you may recharge a card to draw an item from your discard pile.
▢ While you have the Loot item Lantern Implement displayed, before you encounter a non-story bane monster with a level lower than the scenario’s level, you may bury a card to banish it and draw a new monster, then encounter it.

Sajan Hawkmoon |

Turn 4: The hour is Orison
When this is the hour: No effect.
Move to Rooftops to avoid the Harrow of Keys
Free exploration: Acid-spraying Skull
Random Barrier 1: Sick Child
I'll stick with Acid-spraying Skull.
Acrobatics 4: 1d10 + 2 ⇒ (5) + 2 = 7
Success
Defeated
Discard Snake to explore: Proxy B-Witness
Random barrier: Mob of Undead
I'll stick with Witness so the scenario isn't unwinnable.

Sajan Hawkmoon |

Continuing...
Prayer
Charisma 7+2=9: 1d6 + 1d6 ⇒ (1) + (4) = 5
Fail
Discard an hour.
Mios will avenge then I'll end my turn.
HAND: Compass, Elixir of Healing, Blessing of Gorum, Blessing of Irori, Blessing of Milani
DISPLAYED:
Deck: 9 | Discards: 1 | Bury Pile: 1
Current Location: Rooftops
Hero Points: 0
Accessory Reroll Status: 6-1B
NOTES:
Use anything I have as you think is best.
Location preference: Base, Docks, Repository, Manor, LibraryDECK, DISCARDS, AND BURIED:TOP OF THE DECK:
MIDDLE OF DECK: Amulet of Mighty Fists, Spyglass, Quartermaster, Crow, Blessing of Cayden Cailean, Incitation, Blessing of Irori 2, Blessing of Erastil, Incitation
BOTTOM OF THE DECK:
DISCARD PILE:Snake
BURY PILE:Prayer
SKILLS AND POWERS:SKILLS
STRENGTH: d6 ☐+1 ☐+2
DEXTERITY: d10 ☐+1 ☐+2 ☐+3 ☐+4
ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2
FORTITUDE: CONSTITUTION+2
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d8 ☐+1 ☐+2 ☐+3
CHARISMA: d6 ☐+1 ☐+2
POWERS
HAND SIZE 4 ☒5 ☐6
For your combat check, you may roll your Dexterity die (☐ and add the Magic trait) (☒ and the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of discarding them.
FAVORED CARD TYPE: Blessing
Board Status
Discard 1 hour, so hourglass off by 1.Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Thargrap - Academy 1-11 remain
Bank Of Abadar 1-11 remain
Reading Room 1-11 remain
Seoni - Library 1-11 remain // Cultist
Laboratory 1-11 remain
Quinn - Chambers 1-10 remain // 1=Gem of Physical Prowess
Mios, Sajan - Rooftops 4-11 remain
Mavaro - Office 1-11 remain

Mios the Unshaken |

Note: should have Lantern Implement displayed due to it being a Cohort.
Bury Board Game to Avenge encounter.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Knowledge 7+2=9: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7
Knowledge 9 w/ Reroll: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Display Witness next to location.

BR Nathan Davis |

Botting Mios
Defeat Witness: Examine Academy: Proxy B-Evidence!. Then encounter
Examined. Lantern
Knowledge 10+2: 1d10 + 3 + 1d8 + 1d4 ⇒ (10) + 3 + (4) + (2) = 19
Displayed Next to Academy with Authority!
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 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
Harrow Suit: Crowns
During This Scenario: Setup: Shuffle a Proxy B into each location.
During This Scenario: When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location. When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
Legendary:
Increase # for banes and the vault’s bane level by 1.
Wildcards
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. The gods and fates want nothing to do with this diabolical activity.
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 1d6. These Cultists are ready for a fight!
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards. To catch the devil, you have to be quick on your feet.
Additional Rules: Story Banes
Danger: Cultist
Villain: Accuser Devil
Henchmen (Closing): Diabolical Imp, Cultists—Proxy A
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Story Bane
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Scenario Level (#): 1
Turn: 5, Mavaro/Bigguyinblack
Monsters
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Barriers
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
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.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Weapons
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Spells
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 1
Traits:
Arcane
Attack
Divine
Force
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Armors
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Items
Core
Item 0
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
CotCT
Item 0
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Divine 4
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Allies
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Blessings
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
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: 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 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.
Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hours Remaining: 22
Hourglass
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
The 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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Real Rabbit Prince
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.
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.
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 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 Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
The Keep
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.
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 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 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.
Location #1: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Thargrap/AbrahamZ., Proxy B Displayed
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
CotCT
Barrier 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
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 14
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
CotCT
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Location #2: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
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
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
Located/Displayed Here: None
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 10
OR Arcane
Divine 7
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Seoni/Gimry, Cultist
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Quinn/NathanDavis,
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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 #7: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Sajan/Hawkmoon, Mios/MauveAvenger, Proxy B Displayed
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
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
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.
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Location #8: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Mavaro/Bigguyinblack, None
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
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 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Location #9: 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: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.

Marvy to his friends |

Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location. Top card Chronicler.
Move to Library.
random library card: 1d11 ⇒ 11
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Cast Spirit Surge drawing 3 cards Chronicler, The Wanderer, and Bestiary of Garund. Top card Armor of the Sands.
divine 6 revealing a book to reveal Chronicler, revealing Spellbook: 1d8 + 1d6 + 1d4 + 2 ⇒ (6) + (5) + (3) + 2 = 16
Discard The Wanderer to explore.
random library card: 1d10 ⇒ 9
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
knowledge 7 +2 revealing a book to reveal Chronicler, revealing Spellbook: 1d8 + 1d6 + 1d4 + 2 ⇒ (5) + (5) + (2) + 2 = 14
Display Witness by location. Examine the top card of Office Horn of Battle Clarity.
Cure Seoni: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Korvosan Guard to place The Missing Eye on top of my deck. Discard Bestiary of Garund to Spirit Surge.
Mavaro ends their turn.
Mavaro attempts to recover all cards in their Recovery pile.
Spirit Surge: Divine 9: 1d8 + 1d6 + 1d4 + 2 ⇒ (5) + (6) + (4) + 2 = 17 -> Spirit Surge recharged.
Cure: Divine 8: 1d8 + 1d6 + 1d4 + 2 ⇒ (2) + (5) + (4) + 2 = 13 -> Cure recharged.
Mavaro resets their hand.
Hand: Divine Insight, Spellbook, Chronicler, The Missing Eye, Force Missile (Core), Harrow Deck (Core),
Displayed:
Deck: 7 Discard: 3 Buried: 0
"Current Location: Library
Hero Points: 0"
"NOTES:
Available Support: Boons are available for use.
Folio reroll: UnusedDivine Insight: On any check to defeat a barrier, banish to add 2d6.
Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
Movement: Move me with the party if my location closes.
Other: Hi I'm Mavaro! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Armor of the Sands, Dagger (Core), Blessing of Sivanah, Magnifying Glass (Core), Korvosan Guard
Recharged: Spirit Surge, Cure,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Perception: Wisdom +2
Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
☐ Heavy Armor Weapons Arcane Divine
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Library card 11 acquired. Card 9 displayed next to location.
Office card 1 examined.
Seoni healed for 5.
Board Status
Most Recent BR Refresh
Notes for Seoni: Healed for 5
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Thargrap - Academy 1-10 remain // Proxy B Displayed
Bank Of Abadar 1-11 remain
Reading Room 1-11 remain
Seoni, Mavaro - Library 1-8, 10 remain // Cultist, Proxy B Displayed
Laboratory 1-11 remain
Quinn - Chambers 1-10 remain // 1=Gem of Physical Prowess
Mios, Sajan - Rooftops 1-7 remain // Proxy B Displayed
Office 1-11 remain // Card 1 examined

Thargrap Z. |

It is the hour of Cayden Cailean's Revelry
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Ask Mavaro to send Harrow Deck to Recovery to examine top 3 of Laboratory - reorder as: Vampire Spawn, Harrow Deck, Commune
Move to: Laboratory
Location Power: When you fail a check to defeat a bane, suffer 1 Acid damage.
Free exploration
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Discard Naginata
Combat 15: 1d10 + 3 + 2d8 + 2d4 ⇒ (1) + 3 + (7, 6) + (4, 3) = 24
Naginata: discard the 6, leaving a result of 18. Still sufficient to defeat.
Bury Vampire Spawn
End of Turn
Recovery Phase:
Reset Hand
Board Status
Most Recent BR Refresh
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Academy 1-10 remain // Proxy B Displayed
Bank Of Abadar 1-11 remain
Reading Room 1-11 remain
Seoni, Mavaro - Library 1-8, 10 remain // Cultist, Proxy B Displayed
Thargrap - Laboratory 1, 3-11 remain // 1=Harrow Deck, 3=Commune
Quinn - Chambers 1-10 remain // 1=Gem of Physical Prowess
Mios, Sajan - Rooftops 1-7 remain // Proxy B Displayed
Office 1-11 remain // 1=Horn of Battle Clarity
"
Hand: Earthbreaker (Core), Good Omen, Falconer, Guide (Core),
Displayed: Blood God Nulgreth,
Deck: 10 Discard: 1 Buried: 1
Current Location: Laboratory
Hero Points: 0
Tshirt Reroll: Available
NOTES:
Available Support: When a local character defeats a monster and would banish it, Thargrap will bury it instead. (Please point this out to me!).Local checks vs monsters: bury from Thargrap's discards (check with me) or banish from Thargrap's buried pile to add 1d6.
Earthbreaker: recharge for +1d6 on local vs Lock/Obstacle (ask first)
Good Omen: +1d6+1 for global check to acquire, close, guard.
Guide: +1d6 for local close/guard check
Middle of Deck (Unknown Order): Blessing of Gorum, Blessing of Lamashtu, Banner, Mirror Image (Core), Blessing of the Samurai, Magic Chain Shirt (Core), Blessing of Norgorber, Blessing of Iomedae, Falcon, Unerring Weapon
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Con +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +2
Traits: Half-Orc, Summoner
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Weapons
POWERS:
On your ([X] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☐ You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

Marvy to his friends |

Top card of deck is Armor of the Sands. Send Harrow Deck (Core) to recovery.
perception 12 recharging Force Missile (Core) to place Spirit Surge on top of my deck, revealing a book to reveal chronicler, revealing spellbook: 1d8 + 1d6 + 1d4 + 2 ⇒ (4) + (5) + (2) + 2 = 13

Seoni - Gimry |

Turn Order: Seoni, Quinn, Mios, Sajan, Mavaro, Thargrap
========================
Seoni starts her turn.
Hour: The Bear
Hour Power:On your Strength check, add 2.
Location: Library
Location Power:On your check against a spell or a Book boon, add 1d6.
Adventure Powers:
Scenario Powers:
Head back to the Academy to turn in my assignment
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Charisma 6: 1d12 + 1d4 ⇒ (4) + (1) = 5
Charisma - 1d12
Binder's Tome - 1d4
Ugh!
I am now thrown in prison and have to discard the top of my deck
Go ahead take the Locations free explore
Random Card: 1d10 ⇒ 5
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Discard Spell Dagger for BYA
Discard Prohpesize for Magic Missile
Combat 13(9+2+2): 1d12 + 2 + 2d4 + 1d4 ⇒ (4) + 2 + (4, 4) + (4) = 18
Combat(Arcane) - 1d12+2
Magic Missile - 2d4
Binder's Tome - 1d4
As I head back to Academy to turn in my assignment, I catch glimpse of a thief trying to break into the Headmasters quarters. I quickly dispatch him, but unfortunately the nearby guard accused ME of trying to break into the room! Try as I might to convince him otherwise, he ignores my pleas and locks me in the Academy cellar while he tried to verify my story.
"
Hand: Fire Snake, Good Omen, Codex, Binder's Tome, Acadamae Student, Blessing of the Spellbound (2),
Displayed:
Deck: 9 Discard: 3 Buried: 0
Current Location: Library
Hero Points: 0 // Seoni has the following scourges marked:Entangled:While Marked:
You cannot evade or move.When your location is closed, remove this scourge.
NOTES:
Other: Paizo reroll used: Used
Middle of Deck (Unknown Order): Blessing of the Spellbound (3), Bestiary of Garund, Acid Splash, Sands of the Hour, Sage, Chronicler, Blessing of the Spellbound, Sarenrae's Light, Force Missile
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell , you automatically succeed. (☑ You may instead shuffle it into your deck.)
Board Status
Most Recent BR Refresh
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni - Academy 1-4, 6-10 remain // Proxy B Displayed
Bank Of Abadar 1-11 remain
Reading Room 1-11 remain
Mavaro - Library 1-8, 10 remain // Cultist, Proxy B Displayed
Thargrap - Laboratory 1, 3-11 remain // 1=Harrow Deck, 3=Commune
Quinn - Chambers 1-10 remain // 1=Gem of Physical Prowess
Mios, Sajan - Rooftops 1-7 remain // Proxy B Displayed
Office 1-11 remain // 1=Horn of Battle Clarity

Blackjack Quinn |

Hour of Orison
Move to Rooftops
Free explore and encounter Poison Gas or Ambush. Stick with Poison Gas.
Elementary: Bury Embalming Fluid
Disable 6+2: 1d10 + 2 + 1d8 + 2 ⇒ (7) + 2 + (7) + 2 = 18 Banished!
Discard Quartermaster to explore and encounter Standard Bearer
Diplomacy 6: 1d6 + 2 ⇒ (4) + 2 = 6 Acquired! Again!
Discard Standard Bearer to explore and encounter Henchman Proxy A5-Cultist
Harrow of Books: 1d6 ⇒ 2
Banish Elixir of Love to Recovery. Standard Bearer
Diplomacy 8+2: 1d6 + 2 + 1d10 + 1d4 ⇒ (3) + 2 + (3) + (4) = 12 Banished!
Attempt to Close: Summon and encounter Ambush (again) or Imps and House Drakes. Choose Ambush.
Elementary: Bury Elixir of Energy Resistance
Perception 8+2: 1d8 + 2 + 1d8 + 2 ⇒ (1) + 2 + (6) + 2 = 11 Closed!!
Move Sajan and Quinn to Bank of Abadar. Mios moves as well.
Banish Elixir of Healing to Recovery to heal self
Shuffle in Cards: 1d4 + 1 ⇒ (2) + 1 = 3 All healed!
Follow a lead: End of turn Examine Wounded Wanderer
Quick Tincture: Automatically Recover Elixir of Love and Elixir of Healing
Quinn takes to higher ground to getter a better vantage point of what is really going on in the city. He discovers and dismantles a poisonous trap aimed at preventing his ascent.
Once there, he discovers his old acquaintance, the guard. This time he's let not to a stockpile of worn armorments but to the secret position of a Whispering Way Cultist. The guard, who appears to have found a knew and more lucrative position introduces Quinn and they all share a drink, quietly enhanced by one of Quinn's tinctures. After an easy exchange it's clear the source of the chaos is not on top of these buildings.
As they are about to leave, Quinn spots some less than friendly cult-members from the shadows, but they are easily but off by another one of Quinn's tinctures.
Quinn leads the way to the Bank to see what else might be amiss there and sees a wounded form leaning against the bank in pain.
Hand: Sai, Sword Cane, Balmberry, Pheromones, Snake, Quartermaster,
Displayed:
Current Location: Bank of AbadarDeck: 7 Discard: 0 Buried: 3
NOTES:
Available Support: Elementary: Bury Item to add 1d8+2 to local check against a barrier. (Pheromones/Balmberry)Pheromones: Local Invokes Animal +1d
Snake: Local Combat add 1d4 and the Poison trait.
Movement: Move me to Seoni or Chambers if my location closes.
Other: Product Reroll: Unused
Middle of Deck (Unknown Order): Armored Coat, Acid Flask, Standard Bearer, Blessing of the Sages, Blessing of the Quartermaster
Recharged: Elixir of Love, Elixir of Healing,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Dipomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
X
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
Board Status
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni - Academy 1-9 remain // Proxy B Displayed
Mios, Sajan, Quinn - Bank Of Abadar 1-11 remain // 1=Wounded Wanderer
Reading Room 1-11 remain
Mavaro - Library 1-9 remain // Cultist, Proxy B Displayed
Thargrap - Laboratory 1-10 remain // 1=Harrow Deck, 2=Commune
Chambers 1-10 remain // 1=Gem of Physical Prowess
Office 1-11 remain // 1=Horn of Battle Clarity

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 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
Harrow Suit: Crowns
During This Scenario: Setup: Shuffle a Proxy B into each location.
During This Scenario: When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location. When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
Legendary:
Increase # for banes and the vault’s bane level by 1.
Wildcards
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. The gods and fates want nothing to do with this diabolical activity.
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 1d6. These Cultists are ready for a fight!
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards. To catch the devil, you have to be quick on your feet.
Additional Rules: Story Banes
Danger: Cultist
Villain: Accuser Devil
Henchmen (Closing): Diabolical Imp, Cultists—Proxy A
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Story Bane
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Scenario Level (#): 1
Turn: 9, Mios/MauveAvenger
Monsters
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Barriers
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
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.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Weapons
CotCT
Weapon 0
Traits:
Bludgeoning
Finesse
Melee
Staff
To Acquire:
Strength
Melee
Stealth 6
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Spells
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 0
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
CotCT
Item 0
Traits:
Book
Magic
To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Allies
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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: At the start of your turn, summon and encounter an ally.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Hours Remaining: 18
Hourglass
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
The 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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Real Rabbit Prince
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.
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.
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 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 Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
The Keep
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.
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 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 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.
Location #1: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Seoni/Gimry, Proxy B Displayed
Dissident Guard
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 14
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
CotCT
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
CotCT
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.
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.
Location #2: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Sajan/Hawkmoon, Quinn/NathanDavis, Mios/MauveAvenger, None
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
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
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
Located/Displayed Here: None
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 10
OR Arcane
Divine 7
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Mavaro/Bigguyinblack, Proxy B Displayed
Cultist
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Thargrap/AbrahamZ., None
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here:
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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 #8: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
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 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Location #9: 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: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.

Mios the Unshaken |

Turn Order: Seoni, Quinn, Mios, Sajan, Mavaro, Thargrap
Out of Turn Updates: N/a
Turn: Turn 9 - The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Hour Power: At the start of your turn, summon and encounter an ally.
SOT: Summon and encounter ally - Archer
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Charisma 4: 1d8 ⇒ 1
Move: Move to Chambers
Explore: Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Reveal Crowbar to add 1d8.
Strength 11: 1d8 + 1d8 ⇒ (5) + (7) = 12
Acquired. Discard Korvosan Guard to explore again, reducing damage by 1.
Explore 2: Mist Horn
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it
Intelligence 8: 1d10 + 1 ⇒ (1) + 1 = 2
Fail, so shuffle back into location. Discard Soldier to explore again.
Explore: 1d9 + 1 ⇒ (6) + 1 = 7
Explore 3: Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Ask Sajan for Blessing of Irori to bless check twice.
Intelligence 9: 3d10 + 1 ⇒ (2, 1, 8) + 1 = 12
Defeated.
End Turn: Reset Hand.
Recovery: N/a
Board Status
Most Recent BR Refresh
Notes for Sajan: Used Blessing of Irori
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni - Academy 1-9 remain // Proxy B Displayed
Sajan, Quinn - Bank Of Abadar 1-11 remain // 1=Wounded Wanderer
Reading Room 1-11 remain
Mavaro - Library 1-9 remain // Cultist, Proxy B Displayed
Thargrap - Laboratory 1-10 remain // 1=Harrow Deck, 2=Commune
Mios - Chambers 2-6,8-10 (random) remain // 2=Mist Horn
Office 1-11 remain // 1=Horn of Battle Clarity
Hand: Earthbreaker, Crowbar, War Drum, Gem of Physical Prowess, Wandermeal,
Displayed: Lantern Implement,
Deck: 7 Discard: 3 Buried: 1
Current Location: Chambers
Hero Points: 0
3A Reroll: USED
NOTES:
Available Support: Local check vs Monster: Mios can attempt a DC 8+level Knowledge check (please bot). If vulnerable to trait, add trait. If not, add 2 to combat checksBoard Game: shuffle any number of character decks or location decks
Other: Hi I'm Mios Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Staff of Minor Healing, Horn of Battle Clarity, Blessing of Wadjet, Kusarigama, Helm, Compass
Recharged: Spiked Breastplate,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2
Melee: Strength +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Item
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Armors Weapon
POWERS:
Add 1d4 to your check that invokes the Animal or Lycanthrope trait.
When you (☑ or a local character) encounter a monster, you may attempt a Knowledge check with a difficulty equal to 8 (▢ 6) plus the monster’s level. If successful and the monster is Vulnerable to a trait, combat checks against the monster gain that trait until the end of the encounter; if it is not, add 2 to combat checks against it until the end of the encounter.
At the end of your turn, you may recharge a card to draw an item from your discard pile.
▢ While you have the Loot item Lantern Implement displayed, before you encounter a non-story bane monster with a level lower than the scenario’s level, you may bury a card to banish it and draw a new monster, then encounter it.

Sajan Hawkmoon |

Off turn: Moved to the Bank of Abadar. Buried Blessing of Irori.
Turn 10: The hour is The Paladin
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
Give Elixir of Healing to Quinn.
Move to Chamber.
Random card (2-6,8-10): 1d8 + 1 ⇒ (2) + 1 = 3
Free exploration: Soldier
Ask Thargrap Good Omen
Charisma 4: 1d6 + 1d6 + 1 ⇒ (1) + (4) + 1 = 6
Success
Acquired
Random card (2,4-6,8-10): 1d7 + 2 ⇒ (4) + 2 = 6
Discard Soldier to explore: Burglar
Ask Seoni for Good Omen
Dexterity 7: 1d10 + 1d6 + 1 ⇒ (1) + (6) + 1 = 8
Success
Acquired
Random card (2,4-5,8-10): 1d6 + 2 ⇒ (5) + 2 = 7
Discard Burglar to examine: Frozen Touch
Blessing of Milani
Wisdom 5: 1d6 + 2d6 ⇒ (6) + (6, 3) = 15
Success
Acquired
Recharge compass to move to: Academy
Examine: Razor Snare
Ending my turn.
HAND: Frozen Touch, Spyglass, Blessing of Erastil, Blessing of Gorum, Incitation
DISPLAYED:
Deck: 6 | Discards: 3 | Bury Pile: 3
Current Location: Academy
Hero Points: 0
Accessory Reroll Status: 6-1B
NOTES:
Use anything I have as you think is best.
Location preference: Chambers, Office, Reading Room, Bank of Abadar, anything else.DECK, DISCARDS, AND BURIED:TOP OF THE DECK:
MIDDLE OF DECK: Amulet of Mighty Fists, Quartermaster, Crow, Blessing of Cayden Cailean, Blessing of Irori 2
BOTTOM OF THE DECK: Compass
DISCARD PILE:Snake, Soldier, Burglar
BURY PILE:Prayer, Blessing of Irori, Blessing of Milani
SKILLS AND POWERS:SKILLS
STRENGTH: d6 ☐+1 ☐+2
DEXTERITY: d10 ☐+1 ☐+2 ☐+3 ☐+4
ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2
FORTITUDE: CONSTITUTION+2
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d8 ☐+1 ☐+2 ☐+3
CHARISMA: d6 ☐+1 ☐+2
POWERS
HAND SIZE 4 ☒5 ☐6
For your combat check, you may roll your Dexterity die (☐ and add the Magic trait) (☒ and the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of discarding them.
FAVORED CARD TYPE: Blessing
Board Status
Most Recent BR RefreshNotes for Thargrap: Good Omen needs recovery
Notes for Seoni: Good Omen needs recovery
Notes for Quinn: Given Elixir of Healing
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni, Sajan - Academy 1-9 remain // Proxy B Displayed, 1=Razor Snare
Quinn - Bank Of Abadar 1-11 remain // 1=Wounded Wanderer
Reading Room 1-11 remain
Mavaro - Library 1-9 remain // Cultist, Proxy B Displayed
Thargrap - Laboratory 1-10 remain // 1=Harrow Deck, 2=Commune
Mios - Chambers 2,4,5,8,10 (random) remain // 2=Mist Horn
Office 1-11 remain // 1=Horn of Battle Clarity
Ending my turn.

Marvy to his friends |

The Dance: When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
Move to Laboratory.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
perception 10 revealing a book to reveal chronicler, revealing spellbook: 1d8 + 1d6 + 1d4 + 2 ⇒ (2) + (4) + (1) + 2 = 9
folio reroll on the 2: 1d8 + 7 ⇒ (4) + 7 = 11
Send Harrow Deck (Core) 2 to recovery to examine Reading Room. 1. Diabolical Imp, 2. Viper Strike, 3. Erastil's Eye. Place them Erastil's Eye then Diabolical Imp then Viper Strike.
Mavaro ends their turn.
Mavaro attempts to recover all cards in their Recovery pile.
Harrow Deck (Core) 2: Perception 12: 1d8 + 1d6 + 1d4 + 2 ⇒ (2) + (3) + (2) + 2 = 9 -> Harrow Deck (Core) 2 buried.
Mavaro resets their hand.
Hand: Divine Insight, Spellbook, Chronicler, The Missing Eye, Spirit Surge, Blessing of Sivanah,
Displayed:
Deck: 7 Discard: 3 Buried: 1
"Current Location: Laboratory
Hero Points: 0"
"NOTES:
Available Support: Boons are available for use.
Folio reroll: usedBlessing of Sivanah: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Intelligence or Charisma non-combat check.
Divine Insight: On any check to defeat a barrier, banish to add 2d6.
Movement: Move me with the party if my location closes.
Other: Hi I'm Mavaro! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Dagger (Core), Armor of the Sands, Cure, Force Missile (Core), Magnifying Glass (Core)
Recharged: Harrow Deck (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Perception: Wisdom +2
Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
☐ Heavy Armor Weapons Arcane Divine
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Laboratory card 1 acquired.
Reading Room cards 3, 1, and 2 are examined and are in that order.
Board Status
Most Recent BR Refresh
Notes for Thargrap: Good Omen needs recovery
Notes for Seoni: Good Omen needs recovery
Notes for Quinn: Given Elixir of Healing
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni, Sajan - Academy 1-9 remain // Proxy B Displayed, 1=Razor Snare
Quinn - Bank Of Abadar 1-11 remain // 1=Wounded Wanderer
Reading Room 1-11 remain // Top 3 cards are examined and are now ordered 3, 1, 2.
Library 1-9 remain // Cultist, Proxy B Displayed
Thargrap, Mavaro - Laboratory 2-10 remain // 1=Harrow Deck, 2=Commune
Mios - Chambers 2,4,5,8,10 (random) remain // 2=Mist Horn
Office 1-11 remain // 1=Horn of Battle Clarity

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 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
Harrow Suit: Crowns
During This Scenario: Setup: Shuffle a Proxy B into each location.
During This Scenario: When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location. When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
Legendary:
Increase # for banes and the vault’s bane level by 1.
Wildcards
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. The gods and fates want nothing to do with this diabolical activity.
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 1d6. These Cultists are ready for a fight!
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards. To catch the devil, you have to be quick on your feet.
Additional Rules: Story Banes
Danger: Cultist
Villain: Accuser Devil
Henchmen (Closing): Diabolical Imp, Cultists—Proxy A
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Story Bane
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Scenario Level (#): 1
Turn: 12, Thargrap/AbrahamZ.
Monsters
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Barriers
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
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.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Weapons
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 0
Traits:
Chain
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Spells
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Allies
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
CotCT
Ally 1
Traits:
Human
Rogue
Trigger
To Acquire:
CharismaDiplomacyStealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
CotCT
Ally 0
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings
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
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hours Remaining: 15
Hourglass
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
The 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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Real Rabbit Prince
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.
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.
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 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 Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
The Keep
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.
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 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 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.
Location #1: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Sajan/Hawkmoon, Seoni/Gimry, Proxy B Displayed
Dissident Guard
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 14
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
CotCT
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
CotCT
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.
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.
Location #2: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Quinn/NathanDavis, None
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
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
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
Located/Displayed Here: None
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 10
OR Arcane
Divine 7
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Proxy B Displayed
Cultist
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Mavaro/Bigguyinblack, Thargrap/AbrahamZ., None
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Mios/MauveAvenger, Mist Horn
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Location #8: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
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 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Location #9: 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: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.

Thargrap Z. |

Off turn: send Good Omen to Recovery
Recharge Good Omen? Arcane 8: 1d8 + 2 ⇒ (8) + 2 = 10
It is the hour of The Waxworks
Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted. - no blessing in hand so Thargrap is Exhausted.
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.
Move to: Office
Location Power: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Free exploration
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Melee 6: 1d10 + 3 ⇒ (9) + 3 = 12
Discard Falconer to examine top of location - Tinker - then explore
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Cha 6: 1d8 ⇒ 5 banished
Discard Guide to explore
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Arcane 6: 1d8 + 2 ⇒ (2) + 2 = 4 banished
End of Turn
Recovery Phase:
Reset Hand
Board Status
Notes for Seoni: Good Omen needs recovery
Notes for Quinn: Given Elixir of Healing
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni, Sajan - Academy 1-9 remain // Proxy B Displayed, 1=Razor Snare
Quinn - Bank Of Abadar 1-11 remain // 1=Wounded Wanderer
Reading Room 1-11 remain // 1=Erastil's Eye 2=Diabolical Imp(Hench) 3=Viper Strike
Library 1-9 remain // Cultist, Proxy B Displayed
Mavaro - Laboratory 1-9 remain // 1=Commune
Mios - Chambers 1-5 remain // Mist Horn
Thargrap - Office 4-11 remain
"
Hand: Earthbreaker (Core), Horn of Battle Clarity, Blessing of the Samurai, Falcon,
Displayed: Blood God Nulgreth,
Deck: 9 Discard: 3 Buried: 1
Current Location: Office
Hero Points: 0
Tshirt Reroll: Available // Thargrap has the following scourges marked:Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: When a local character defeats a monster and would banish it, Thargrap will bury it instead. (Please point this out to me!).Local checks vs monsters: bury from Thargrap's discards (check with me) or banish from Thargrap's buried pile to add 1d6.
Earthbreaker: recharge for +1d6 on local vs Lock/Obstacle (ask first)
Guide: +1d6 for local close/guard check
Middle of Deck (Unknown Order): Unerring Weapon, Blessing of Norgorber, Blessing of Iomedae, Banner, Magic Chain Shirt (Core), Blessing of Lamashtu, Mirror Image (Core), Blessing of Gorum
Recharged: Good Omen,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Con +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +2
Traits: Half-Orc, Summoner
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Weapons
POWERS:
On your ([X] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☐ You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

Seoni - Gimry |

OFF-TURN ACTIONS:
Send Good Omen to recovery
Shuffle all Spells in Recovery into my deck
Turn Order: Seoni, Quinn, Mios, Sajan, Mavaro, Thargrap
========================
Seoni starts her turn.
Hour: The Mute Hag
Hour Power:At the start of your turn, summon and encounter a spell.
Location: Academy
Location Power:On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
Adventure Powers:
Scenario Powers:
Start of turn: Encounter a Spell
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Arcane 7: 1d12 + 2 + 1d4 ⇒ (3) + 2 + (1) = 6
Arcane - 1d12+2
Binder's Tome - 1d4
The dice hate me..
Start of Turn suffer Harrow of Keys - Bury Spell Dagger
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Arcane(Dexterity) 6: 1d12 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5
Arcane - 1d12+2
Binder's Tome - 1d4
Use Fire Snake to use Arcane in place of Dex
This is not funny anymore....
"
Hand: Fire Snake, Codex, Binder's Tome, Chronicler, Acadamae Student, Blessing of the Spellbound (2),
Displayed:
Deck: 9 Discard: 2 Buried: 1
Current Location: Academy
Hero Points: 0 // Seoni has the following scourges marked:Entangled:While Marked:
You cannot evade or move.When your location is closed, remove this scourge.
Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Other: Paizo reroll used: Used
Middle of Deck (Unknown Order): Blessing of the Spellbound, Sands of the Hour, Good Omen, Sarenrae's Light, Bestiary of Garund, Acid Splash, Blessing of the Spellbound (3), Force Missile, Sage
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell , you automatically succeed. (☑ You may instead shuffle it into your deck.)
Board Status
Notes for Quinn: Given Elixir of Healing
Base 1-11 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni, Sajan - Academy 1-9 remain // Proxy B Displayed
Quinn - Bank Of Abadar 1-11 remain // 1=Wounded Wanderer
Reading Room 1-11 remain // 1=Erastil's Eye 2=Diabolical Imp(Hench) 3=Viper Strike
Library 1-9 remain // Cultist, Proxy B Displayed
Mavaro - Laboratory 1-9 remain // 1=Commune
Mios - Chambers 1-5 remain // Mist Horn
Thargrap - Office 4-11 remain

Blackjack Quinn |

Off turn, given Elixir of Healing
Hour of The Big Sky
Move to Academy
Free explore and encounter Accuser Devil
Need Guards from Mavaro, Mios, and Thargrap
BA 1 Acid Damage. Discard Snake
Reveal and Reload Sword Cane. Devise a Stratagem: Recharge Pheromones. Discard Sai. Seoni Reveals Binder's Tome
Combat 14: 1d10 + 2 + 2d4 + 1d4 + 1d4 ⇒ (9) + 2 + (2, 2) + (4) + (2) = 21
On closing, Seoni would heal but removes Wounded. Location closes which takes out Entangled.
Villain escapes. Pause to see what happens with guards
Move to Office with Sajan. Seoni will need to pick a location.
Banish Balmberry to recovery to remove Exhausted and heal 1
Banish Elixir of Healing to heal Sajan
Heal Sajan Cards: 1d4 + 1 ⇒ (3) + 1 = 4 All healed!
Follow a Lead: End of turn examine... (guards need to resolve first)

Mios the Unshaken |

To guard, Mios will summon and encounter the Danger - Cultist.
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Difficulty Increase: 1d6 ⇒ 4
Assume monster level is 1.
Knowledge 8+1: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (3) = 16
Add 2 to check. For combat, reveal Earthbreaker to do Melee+1d12. Recharge War Drum to add 1d4.
Combat 10+2+2+4=18: 1d8 + 3 + 1d12 + 2 + 1d4 ⇒ (6) + 3 + (4) + 2 + (4) = 19
Defeated. Location is guarded.

Marvy to his friends |

intelligence 5 +1 to guard revealing a book to reveal chronicler, revealing spellbook: 1d8 + 1d6 + 1d4 + 1 ⇒ (7) + (3) + (4) + 1 = 15

Blackjack Quinn |

Bot for Thargrap's Guard
Fortitude 5+1: 1d8 + 2 ⇒ (1) + 2 = 3 Not Guarded! Bad bot!
Catching up where I left off!
Examine Henchman Proxy B7-Evidence!
Perception 10+2: 1d8 + 2 + 1d8 ⇒ (7) + 2 + (1) = 10
Product Reroll!
Perception 10+2: 9 + 1d8 ⇒ 9 + (7) = 16 Displayed!
Quick Tinctures: Automatically Recharge Balmberry and Elixir of Healing
Quinn rushes to Seoni's aid to attempt to free her, but is confronted by an Accuser Devil. There's a sting of acid launched at him, but recovers and feints with his cane, to follow up with a scratch from his Sai and he just misses pinning the creature.
As it flies away, Quinn frees Seoni from her bondage, and gives chase alongside Sajan. "The game is afoot!" While Mavaro and Mios manage to block some of its egress, it gets lost among the neighborhoods once more and Sajan and Quinn find themselves in nearby mercantile offices alongside Thargrap who is buried in paperwork.
Quinn takes advantage of the lull and shares some potent tinctures to both energize and revive his companions. Sajan is all too happy to oblige. While they sip their drinks, Quinn follows a paper trail to find some evidence that the Whispering Way had infultrated the merchants guild and operated from these very premises.
"
Hand: Sword Cane, Armored Coat, Acid Flask, Quartermaster, Standard Bearer, Blessing of the Quartermaster,
Displayed:
Current Location: OfficeDeck: 6 Discard: 2 Buried: 3
NOTES:
Available Support: Elementary: Bury Item to add 1d8+2 to local check against a barrier. (Acid Flask)Acid Flask: Local Combat or Lock/Trap Barrier +2d4 Acid
Standard Bearer: Local Strength/Con +1d4
Blessing Available
Movement: Move me to an empty open location (if multiple, Library) if my location closes.
Other: Product Reroll: Used
Middle of Deck (Unknown Order): Blessing of the Sages
Recharged: Elixir of Love, Elixir of Healing, Pheromones, Balmberry, Elixir of Healing (Sajan),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Dipomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
X
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
Board Status
Notes for Sajan: Heal 4 (though you only have 3 in discard)
Notes for Thargrap: Remove Exhausted and Heal 1
Notes for Seoni: Remove both Wounded and Entangled
Base 1-2 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni, - Bank Of Abadar 1-12 remain // Wounded Wanderer, Cultist, Possible Villain
Reading Room 1-12 remain // Erastil's Eye, Diabolical Imp, Viper Strike, Possible Villain
Library 1-10 remain // Proxy B Displayed: Cultist, Possible Villain
Mavaro - Laboratory 1-9 remain // 1=Commune, Cultist
Mios - Chambers 1-5 remain // Mist Horn, Cultist
Thargrap, Sajan, Quinn - Office 1-8 remain // Proxy B Displayed: Possible Villain

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 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
Harrow Suit: Crowns
During This Scenario: Setup: Shuffle a Proxy B into each location.
During This Scenario: When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location. When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
Legendary:
Increase # for banes and the vault’s bane level by 1.
Wildcards
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. The gods and fates want nothing to do with this diabolical activity.
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 1d6. These Cultists are ready for a fight!
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards. To catch the devil, you have to be quick on your feet.
Additional Rules: Story Banes
Danger: Cultist
Villain: Accuser Devil
Henchmen (Closing): Diabolical Imp, Cultists—Proxy A
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Story Bane
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Scenario Level (#): 1
Turn: 15, Mios/MauveAvenger
Monsters
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Barriers
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Core
Barrier 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 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Weapons
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 1
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Items
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Item 0
Traits:
Accessory
To Acquire:
Intelligence
Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison
To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Allies
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
CotCT
Ally 1
Traits:
Human
Rogue
Trigger
To Acquire:
CharismaDiplomacyStealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Core
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.
Hour Power: On your non-Attack combat check, add 1.
Current Hour:
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hours Remaining: 12
Hourglass
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Real Rabbit Prince
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.
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.
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 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 Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
The Keep
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.
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 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 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.
Location #2: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 4
Located/Displayed Here: Seoni/Gimry, Wounded Wanderer, Cultist
Possible Villain
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
CotCT
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
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 6
Located/Displayed Here: Erastil's Eye, Diabolical Imp, Viper Strike
Possible Villain
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 10
OR Arcane
Divine 7
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Proxy B Displayed
Cultist
Possible Villain
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 14
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
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
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Mavaro/Bigguyinblack, Cultist
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Mios/MauveAvenger, Mist Horn, Cultist
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Location #8: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Sajan/Hawkmoon, Thargrap/AbrahamZ., Quinn/NathanDavis, Proxy B Displayed
Possible Villain
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
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
CotCT
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
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.
Location #9: 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: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.

Mios the Unshaken |

Turn Order: Seoni, Quinn, Mios, Sajan, Mavaro, Thargrap
Out of Turn Updates: N/a
Turn: Turn 15 - Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hour Power: On your non-Attack combat check, add 1.
SOT: N/a
Move: Move to Library
Explore: Bracers of Protection
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Intelligence 5: 1d10 + 1 ⇒ (4) + 1 = 5
Acquired.
End Turn: Reset Hand. Discard some undesirable cards.
Recovery: N/a
Board Status
Notes for Sajan: Heal 4 (though you only have 3 in discard)
Notes for Thargrap: Remove Exhausted and Heal 1
Notes for Seoni: Remove both Wounded and Entangled
Base 1-2 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni, - Bank Of Abadar 1-12 remain // Wounded Wanderer, Cultist, Possible Villain
Reading Room 1-12 remain // Erastil's Eye, Diabolical Imp, Viper Strike, Possible Villain
Mios - Library 2-10 remain // Proxy B Displayed: Cultist, Possible Villain
Mavaro - Laboratory 1-9 remain // 1=Commune, Cultist
Chambers 1-5 remain // Mist Horn, Cultist
Thargrap, Sajan, Quinn - Office 1-8 remain // Proxy B Displayed: Possible Villain
Hand: Earthbreaker, Helm, Staff of Minor Healing, Compass, Blessing of Wadjet,
Displayed: Lantern Implement,
Deck: 4 Discard: 7 Buried: 1
Current Location: Library
Hero Points: 0
3A Reroll: USED
NOTES:
Available Support: Local check vs Monster: Mios can attempt a DC 8+level Knowledge check (please bot). If vulnerable to trait, add trait. If not, add 2 to combat checksBoard Game: shuffle any number of character decks or location decks
Other: Hi I'm Mios Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Horn of Battle Clarity, Kusarigama
Recharged: Spiked Breastplate, War Drum,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2
Melee: Strength +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Item
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Armors Weapon
POWERS:
Add 1d4 to your check that invokes the Animal or Lycanthrope trait.
When you (☑ or a local character) encounter a monster, you may attempt a Knowledge check with a difficulty equal to 8 (▢ 6) plus the monster’s level. If successful and the monster is Vulnerable to a trait, combat checks against the monster gain that trait until the end of the encounter; if it is not, add 2 to combat checks against it until the end of the encounter.
At the end of your turn, you may recharge a card to draw an item from your discard pile.
▢ While you have the Loot item Lantern Implement displayed, before you encounter a non-story bane monster with a level lower than the scenario’s level, you may bury a card to banish it and draw a new monster, then encounter it.

Sajan Hawkmoon |

Heal and move to the office.
Turn 16: The hour is The Betrayal
When this is the hour: When you acquire a boon, bury it.
Move to the Reading Room
Free exploration: Diabolical Imp
BA: Reveal Spyglass, Reading Room Harrow Bonus
BA Perception 4: 1d4 + 1d6 + 1 ⇒ (4) + (6) + 1 = 11
Success
Harrow of Books: 1d6 ⇒ 1
Blessing of Erastil, Blessing of Gorum
Combat 10+1=11: 1d10 + 2d10 + 1d10 ⇒ (4) + (7, 9) + (5) = 25
Success
Defeated
Attempt to close...
Summon: The Liar
Harrow, so automatically acquired
No proxy B, so search...
Proxy B was card 8. The villain is not in here.
All other cards: The Courtesan, Clockwork Servant, Erastil's Eye, Acid Flask, Cutpurse Gang, The Forge, The Idiot, Viper Strike, Skeleton, Invisibility
Proxy B gets displayed. Rest is shuffled.
Ending my turn.
Discard Frozen Touch
In the labyrinth of infernal pursuits, where the scent of brimstone leads the seeker astray, one may stumble upon mischievous imps in devil's garb, teaching that in the pursuit of demons, sometimes the true challenge lies in distinguishing between the horns of mischief and the fires of damnation.
HAND: Spyglass, Burglar, Crow, Blessing of Irori 2, Incitation
DISPLAYED:
Deck: 6 | Discards: 3 | Bury Pile: 4
Current Location: Academy
Hero Points: 0
Accessory Reroll Status: 6-1B
NOTES:
Use anything I have as you think is best.
Location preference: Chambers, Office, Reading Room, Bank of Abadar, anything else.DECK, DISCARDS, AND BURIED:TOP OF THE DECK:
MIDDLE OF DECK: Amulet of Mighty Fists, Compass, Quartermaster, Snake, Blessing of Cayden Cailean, Soldier
BOTTOM OF THE DECK:
DISCARD PILE:Blessing of Erastil, Blessing of Gorum, Frozen Touch
BURY PILE:Prayer, Blessing of Irori, Blessing of Milani, The Liar
SKILLS AND POWERS:SKILLS
STRENGTH: d6 ☐+1 ☐+2
DEXTERITY: d10 ☐+1 ☐+2 ☐+3 ☐+4
ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2
FORTITUDE: CONSTITUTION+2
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d8 ☐+1 ☐+2 ☐+3
CHARISMA: d6 ☐+1 ☐+2
POWERS
HAND SIZE 4 ☒5 ☐6
For your combat check, you may roll your Dexterity die (☐ and add the Magic trait) (☒ and the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of discarding them.
FAVORED CARD TYPE: Blessing
Board Status
Proxy B displayed at Reading RoomNotes for Thargrap: Remove Exhausted and Heal 1
Notes for Seoni: Remove both Wounded and Entangled
Base 1-2 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni, - Bank Of Abadar 1-12 remain // Wounded Wanderer, Cultist, Possible Villain
Sajan - Reading Room 2-7,9-12 remain // The Courtesan, Clockwork Servant, Erastil's Eye, Acid Flask, Cutpurse Gang, The Forge, The Idiot, Viper Strike, Skeleton, Invisibility
Mios - Library 2-10 remain // Proxy B Displayed: Cultist, Possible Villain
Mavaro - Laboratory 1-9 remain // 1=Commune, Cultist
Chambers 1-5 remain // Mist Horn, Cultist
Thargrap, Quinn - Office 1-8 remain // Proxy B Displayed: Possible Villain

Marvy to his friends |

Irori's Mastery: When this is the hour: On your blessed check, you may reroll any dice showing 1. Top card Korvosan Guard.
Move to Bank Of Abadar.
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Spirit Surge drawing 3 cards Korvosan Guard, Cure, and Magnifying Glass (Core). Top card Armor of the Sands.
intelligence 3 revealing Spellbook: 1d8 + 1d4 + 1 ⇒ (8) + (4) + 1 = 13
Location effect bury Blessing of Sivanah. Discard Acadamae Student to explore.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
dexterity 8 recharging Korvosan Guard to place Dagger (Core) on top of my deck, reveal a book to reveal Chronicler, reveal spellbook: 1d8 + 1d6 + 1d4 + 2 ⇒ (3) + (6) + (2) + 2 = 13
Location effect bury Cape of Escape.
Cure myself: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Magnifying Glass (Core) to search my deck for Blessing of the Spellbound and place it on top of my deck.
Mavaro ends their turn.
Mavaro attempts to recover all cards in their Recovery pile.
Spirit Surge: Divine 9: 1d8 + 1d6 + 1d4 + 2 ⇒ (5) + (3) + (4) + 2 = 14 -> Spirit Surge recharged.
Cure: Divine 8: 1d8 + 1d6 + 1d4 + 2 ⇒ (1) + (1) + (2) + 2 = 6 -> Cure discarded.
Mavaro resets their hand.
Hand: Divine Insight, Spellbook, Chronicler, The Missing Eye, Blessing of the Spellbound, Force Missile (Core),
Displayed:
Deck: 9 Discard: 1 Buried: 3
"Current Location: Bank Of Abadar
Hero Points: 0"
"NOTES:
Available Support: Boons are available for use.
Folio reroll: usedForce Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
Blessing of the Spellbound: Discard to bless or recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Divine Insight: On any check to defeat a barrier, banish to add 2d6.
Movement: Move me with the party if my location closes.
Other: Hi I'm Mavaro! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Dagger (Core), Bestiary of Garund, Harrow Deck (Core), Korvosan Guard, Acadamae Student, Magnifying Glass (Core), The Wanderer
Recharged: Spirit Surge,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Perception: Wisdom +2
Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
☐ Heavy Armor Weapons Arcane Divine
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Bank Of Abadar cards 1 and 2 acquired.
Board Status
Proxy B displayed at Reading Room
Notes for Thargrap: Remove Exhausted and Heal 1
Notes for Seoni: Remove both Wounded and Entangled
Base 1-2 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni, Mavaro - Bank Of Abadar 3-12 remain // Wounded Wanderer, Cultist, Possible Villain
Sajan - Reading Room 2-7,9-12 remain // Proxy B Displayed: The Courtesan, Clockwork Servant, Erastil's Eye, Acid Flask, Cutpurse Gang, The Forge, The Idiot, Viper Strike, Skeleton, Invisibility
Mios - Library 2-10 remain // Proxy B Displayed: Cultist, Possible Villain
Laboratory 1-9 remain // 1=Commune, Cultist
Chambers 1-5 remain // Mist Horn, Cultist
Thargrap, Quinn - Office 1-8 remain // Proxy B Displayed: Possible Villain

Thargrap Z. |

Off turn: remove Exhausted and heal 1 (Guide) - thx! When Sajan defeats Diabolical Imp at Office, Thargrap buries it.
It is the hour of The Real Rabbit Prince
When this is the hour: At the start of your turn, draw this card.
Since Rabbit Prince has been drawn, the top of the hourglass discards is still Irori's Mastery
When this is the hour: On your blessed check, you may reroll any dice showing 1.
Move to: Chambers
Location Power: When you fail to acquire a boon, shuffle it into its location.
Free exploration
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Arcane 8: 1d8 + 2 ⇒ (5) + 2 = 7 Shuffled back into location
discard Falcon to explore
Shuffled location: 1d5 ⇒ 3
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Harrow of Books: 1d6 ⇒ 4
Reveal Earthbreaker
Recharge Horn of Battle Clarity
Nulgreth: Banish Vampire Spawn from buried
Thargrap: bury Falcon from discards
Combat 10+2+2+4=18: 1d10 + 3 + 1d12 + 1d4 + 1d4 + 2 + 1d6 ⇒ (8) + 3 + (11) + (3) + (3) + 2 + (2) = 32
Bury Cultist
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
Bury Samurai to bless
Dex 5+1=6: 2d6 ⇒ (3, 2) = 5
Use tshirt to reroll the 2
Dex 6: 1d6 + 3 ⇒ (1) + 3 = 4
Failed to close - bah!
Discard Real Rabbit Prince into random character's discards to explore
Random character, starting with Sajan: 1d6 ⇒ 2
The Real Rabbit Prince is discarded into Mavaro's discards
EDIT: hold up, just realized that the hour power let's me attempt to reroll the 1 on the close check above...
Hour power reroll the 1, Dex 6: 1d6 + 3 ⇒ (3) + 3 = 6 - success!
Scenario power: When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
Continuing with exploration from Real Rabbit Prince
Shuffled location (1, 4, 5): 1d3 ⇒ 2
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.
Ask Mavaro for Divine Insight
Int 6+2=8, rabbit prince blesses: 2d4 + 2d6 ⇒ (4, 3) + (2, 3) = 12
End of Turn
Recovery Phase:
Reset Hand
Display Magic Chain Shirt
When someone encounters a monster, display Banner
Board Status
Proxy B displayed at Reading Room and at Chambers
Notes for Mavaro: The Real Rabbit Prince is discarded into your discards
Notes for Seoni: Remove both Wounded and Entangled
Base 1-2 remain // Pathfinder Chronicler, Pathfinder Guard
Seoni, Mavaro - Bank Of Abadar 3-12 remain // Wounded Wanderer, Cultist, Possible Villain
Sajan - Reading Room 2-7,9-12 remain // Proxy B Displayed: The Courtesan, Clockwork Servant, Erastil's Eye, Acid Flask, Cutpurse Gang, The Forge, The Idiot, Viper Strike, Skeleton, Invisibility
Mios - Library 2-10 remain // Proxy B Displayed: Cultist, Possible Villain
Laboratory 1-9 remain // 1=Commune, Cultist
Thargrap - Chambers 1 and 5 remain // Proxy B Displayed: Mist Horn, Bloodscent
Quinn - Office 1-8 remain // Proxy B Displayed: Possible Villain
"
Hand: Earthbreaker (Core), Guide (Core),
Displayed: Blood God Nulgreth, Magic Chain Shirt (Core), Banner,
Deck: 8 Discard: 2 Buried: 4
Current Location: Chambers
Hero Points: 0
Tshirt Reroll: Used
NOTES:
Available Support: When a local character defeats a monster and would banish it, Thargrap will bury it instead. (Please point this out to me!).Local checks vs monsters: bury from Thargrap's discards (check with me) or banish from Thargrap's buried pile to add 1d6.
Earthbreaker: recharge for +1d6 on local vs Lock/Obstacle (ask first)
Guide: +1d6 for local close/guard check
Banner: +1 to global combat checks until someone fails to defeat a bane
Middle of Deck (Unknown Order): Blessing of Gorum, Blessing of Norgorber, Unerring Weapon, Blessing of Iomedae, Mirror Image (Core), Blessing of Lamashtu, Good Omen
Recharged: Horn of Battle Clarity,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Con +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +2
Traits: Half-Orc, Summoner
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Weapons
POWERS:
On your ([X] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☐ You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

Marvy to his friends |

Mavaro attempts to recover all cards in their Recovery pile.
Divine Insight: Divine 8: 1d8 + 1d6 + 1d4 + 2 ⇒ (5) + (5) + (3) + 2 = 15 -> Divine Insight recharged.

Seoni - Gimry |

Turn Order: Seoni, Quinn, Mios, Sajan, Mavaro, Thargrap
========================
Seoni starts her turn.
Hour: Benefaction
Hour Power:No effect.
Location: Bank Of Abadar
Location Power:When you acquire a boon, bury a card.
Adventure Powers:
Scenario Powers:
Move to the Chamber (of Secrets)
Shuffle: 1d2 ⇒ 1
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Arcane 8: 1d12 + 2 + 1d4 + 1 ⇒ (1) + 2 + (1) + 1 = 5
Arcane - 1d12+2
Binder's Tome - 1d4
Codex - 1
The Dice Bot hates Seoni
Discard Acadamae Student to explore again
Shuffle: 1d2 ⇒ 1
Arcane 8: 1d12 + 2 + 1d4 + 1 + 1d4 ⇒ (10) + 2 + (4) + 1 + (3) = 20
Arcane - 1d12+2
Binder's Tome - 1d4
Codex - 1
Acadamae Student - 1d4
Discard Chronicler to explore again
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Arcane 8: 1d12 + 2 + 1d4 + 1 ⇒ (2) + 2 + (2) + 1 = 7
Arcane - 1d12+2
Binder's Tome - 1d4
Codex - 1
With the rumors of great magic awaiting her in the Chambers, Seoni decides to see what she can find. This chamber holds more secrets than Seoni could ever imagine. Unfortunately, she gets so distracted by the magic emanating from the room, she missed the scroll atop a nearby desk.
"
Hand: Fire Snake, Force Missile, Codex, Binder's Tome, Mist Horn, Blessing of the Spellbound (2),
Displayed:
Deck: 8 Discard: 4 Buried: 1
Current Location: Chambers
Hero Points: 0
NOTES:
Other: Paizo reroll used: Used
Middle of Deck (Unknown Order): Sands of the Hour, Blessing of the Spellbound, Acid Splash, Good Omen, Sage, Bestiary of Garund, Sarenrae's Light, Blessing of the Spellbound (3)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell , you automatically succeed. (☑ You may instead shuffle it into your deck.)
Board Status
Proxy B displayed at Reading Room and at Chambers
Base 1-2 remain // Pathfinder Chronicler, Pathfinder Guard
Mavaro - Bank Of Abadar 3-12 remain // Wounded Wanderer, Cultist, Possible Villain
Sajan - Reading Room 2-7,9-12 remain // Proxy B Displayed: The Courtesan, Clockwork Servant, Erastil's Eye, Acid Flask, Cutpurse Gang, The Forge, The Idiot, Viper Strike, Skeleton, Invisibility
Mios - Library 2-10 remain // Proxy B Displayed: Cultist, Possible Villain
Laboratory 1-9 remain // 1=Commune, Cultist
Thargrap, Seoni - Chambers 5 remain // Proxy B Displayed: Bloodscent
Quinn - Office 1-8 remain // Proxy B Displayed: Possible Villain

Thargrap Z. |

Guarding Chambers
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
Recharge Guide
Dex 5+1=6: 2d6 ⇒ (2, 5) = 7
Chambers guarded!
"
Hand: Earthbreaker (Core),
Displayed: Blood God Nulgreth, Magic Chain Shirt (Core), Banner,
Deck: 9 Discard: 2 Buried: 4
Current Location: Chambers
Hero Points: 0
Tshirt Reroll: Used
NOTES:
Available Support: When a local character defeats a monster and would banish it, Thargrap will bury it instead. (Please point this out to me!).Local checks vs monsters: bury from Thargrap's discards (check with me) or banish from Thargrap's buried pile to add 1d6.
Earthbreaker: recharge for +1d6 on local vs Lock/Obstacle (ask first)
Banner: +1 to global combat checks until someone fails to defeat a bane
Middle of Deck (Unknown Order): Blessing of Norgorber, Blessing of Lamashtu, Blessing of Gorum, Unerring Weapon, Mirror Image (Core), Blessing of Iomedae, Good Omen
Recharged: Horn of Battle Clarity, Guide (Core),
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Con +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +2
Traits: Half-Orc, Summoner
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Weapons
POWERS:
On your ([X] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☐ You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

Blackjack Quinn |

Hour of Shelyn's Song
Move to Library
Free explore and encounter Accuser Devil
Chambers is guarded
Bot Sajan Guarding Reading Room: Summon and encounter The Queen Mother. Automatically Acquired! Guarded!
Assuming Mavaro buries Spellbook to Guard.
Mios Tips Knowledge 8+1: 1d10 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12 +2!
BYA 1 Acid Damage. Discard Armored Coat
Reveal and Reload Sword Cane. Devise a Stratagem: Recharge Quartermaster. Mios Knowledge. Banish Seoni's Force Missile to recovery
Combat 14: 1d10 + 3 + 2d4 + 2 + 2d4 ⇒ (8) + 3 + (2, 2) + 2 + (1, 2) = 20
Time for the Villain to flee. Move Mios and Quinn to Bank of Abadar
Follow a Lead: Examine Detect Evil
Quinn is hot on the trail of the accuser devil, chasing it through the stacks of the library until it doubles back and flees.
Hand: Sword Cane, Acid Flask, Elixir of Love, Standard Bearer, Blessing of the Sages, Blessing of the Quartermaster,
Displayed:
Current Location: Bank of AbadarDeck: 5 Discard: 3 Buried: 3
NOTES:
Available Support: Elementary: Bury Item to add 1d8+2 to local check against a barrier. (Acid Flask/Elixir of Love)Acid Flask: Local Combat or Lock/Trap Barrier +2d4 Acid
Standard Bearer: Local Strength/Con +1d4
Blessings Available
Movement: Move me to an empty open location if my location closes.
Other: Product Reroll: Used
Middle of Deck (Unknown Order): 0
Recharged: Elixir of Healing, Pheromones, Balmberry, Elixir of Healing (Sajan), Quartermaster,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Dipomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
X
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
Board Status
Notes for Mavaro: Bury Spellbook to Guard
Base 1-2 remain // Pathfinder Chronicler, Pathfinder Guard
Mavaro, Quinn, Mios - Bank Of Abadar 1-10 remain // 1=Detect Evil. Wounded Wanderer, Cultist
Sajan - Reading Room 1-10 remain // Proxy B Displayed: The Courtesan, Clockwork Servant, Erastil's Eye, Acid Flask, Cutpurse Gang, The Forge, The Idiot, Viper Strike, Skeleton, Invisibility
Laboratory 1-10 remain // Commune, Cultist Possible Villain
Thargrap, Seoni - Chambers 1 remain // Proxy B Displayed: 1=Bloodscent
Office 1-9 remain // Proxy B Displayed: Possible Villain

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 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
Harrow Suit: Crowns
During This Scenario: Setup: Shuffle a Proxy B into each location.
During This Scenario: When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location. When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
Legendary:
Increase # for banes and the vault’s bane level by 1.
Wildcards
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. The gods and fates want nothing to do with this diabolical activity.
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 1d6. These Cultists are ready for a fight!
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards. To catch the devil, you have to be quick on your feet.
Additional Rules: Story Banes
Danger: Cultist
Villain: Accuser Devil
Henchmen (Closing): Diabolical Imp, Cultists—Proxy A
Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Story Bane
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Scenario Level (#): 1
Turn: 21, Mios/MauveAvenger
Monsters
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Monster 1
Traits:
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.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Barriers
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
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
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
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.
Weapons
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
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 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Armors
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Item 0
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Allies
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Blessings
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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: When you suffer a scourge on your turn, each local character suffers it.
Current Hour:
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.
Hours Remaining: 6
Hourglass
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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 Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
The Keep
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.
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 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 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.
Location #2: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: Mavaro/Bigguyinblack, Quinn/NathanDavis, Mios/MauveAvenger, Wounded Wanderer, Cultist
Possible Villain
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
CotCT
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
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 4 ?: 0
Located/Displayed Here: Sajan/Hawkmoon, Proxy B Displayed
The Courtesan, Clockwork Servant, Erastil's Eye, Acid Flask, Cutpurse Gang, The Forge, The Idiot, Viper Strike, Skeleton, Invisibility
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Cultist
Possible Villain
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Core
Monster 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.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Story Bane 1
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 14
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Thargrap/AbrahamZ., Seoni/Gimry, Proxy B Displayed
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Location #8: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Proxy B Displayed
Possible Villain
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
CotCT
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
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 #9: 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: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.