BR Gimry |
Unable to resist the siren call of one more adventure, you step into the mist. To your surprise, you find yourself in the large parlor of an elegant manor, where several people are sitting and drinking tea.
“Oh, hello!” says the elderly lady closest to you. “It’s simply been too long since we’ve seen new faces. Though with all that blood covering you, I do rather think you belong next door.” You must have puzzled looks on your faces, because she continues, “Are you not Trazavai’s latest conquests? We were all killed as part of his quest for immortality, and we’ve been
waiting patiently for someone to free us ever since. Others among us are not so civilized.”
At her words, an icy wind swirls through the room, whipping away your surroundings. The scene shifts and you find yourself standing in a field of dead grass with a stone wall reaching up into the misty sky. In front of the wall are hundreds of people dressed in colors as drab as their surroundings. Some of them try to climb the wall, only to fall when they reach the sky. Others pound at the stone with weapons, tools, or their bare fists, and although the wall does not look like much, none of their efforts put even a dent in it. These souls must be unable to reach the River of Souls, but you think you know a ritual to liberate them. As you try to get someone’s attention, another gust of wind comes up, changing the scene yet again.
Jeers assail your ears as you appear on the field of a huge arena where even more souls are scattered throughout the stands. Thirty feet in front of you, two gladiators are locked in battle. One stabs the other through the heart, and the latter falls to the ground. Within seconds, a shimmering haze surrounds her, and she comes to her feet, alive once more.
“New blood!” someone shouts, pointing at you, and the spectators all raise their weapons and head straight for you. You quickly begin the opening steps of the ritual. You’re going to have to figure out how to conduct it with crowds of angry souls swarming you, because while they may be unable to escape their undying state, you’re pretty sure their weapons can kill.
BR Gimry |
LOCATIONS:
SETUP:
STORY BANES:
Danger: Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
Villain: None
Henchmen: None
DURING THIS SCENARIO:
When a bane is defeated and would be banished, recharge it into its location instead.
Random Locations (Demiplane Stack)
Stable
River
Forest
Shop
Plaza
Bridge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Inctive Wildcards:
Perils
Harrows
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Active Wildcards:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
BR Gimry |
During This Adventure: Year of Rotting Ruin - Adventure 6:Death's Vengeance
SETUP:
STORY BANES:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Demi-plane Stack:
1. Arena
2. Arsenal
3. Stable
4. River
5. Forest
6. Shop
7. Plaza
8. Bridge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Inactive Wildcards:
Perils
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
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.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrows
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.
Harrow Of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
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.
Harrow Of Stars: After your check that was not blessed, recharge a random card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Active Wildcards:
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
[b]Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
[b]Additional Rules:
Scenario Level (#): 6
Turn: 0, Balazar/Gimry
Monsters
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Barriers
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
CotCT
Barrier 6
Traits:
Trap
Trigger
To Defeat:
Wisdom 15
OR Disable 13
When examined, move to this barrier's location and encounter it.
After acting, a random local character summons and encounters the danger.
If undefeated, each local character suffers the scourge Exhausted.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Weapons
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcane 14
OR WisdomDivine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Items
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
Allies
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Arena
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12.
When Closing: Summon and defeat a new monster.
When Permanently Closed: Draw a new ally.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Balazar/Gimry, Damiel/TheChu, None
Location #2: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Balazar - Gimry |
Start at Manor
"
Hand: Blazing Servant, Good Omen, Phoenix Cloak, Bruce (Vampire Bat), Fawkes (Bound Elemental), Shade (Bound Shadow Demon), Blessing of Qi Zhong,
Displayed: Padrig,
Deck: 15 Discard: 0 Buried: 0
Current Location: Manor
Hero Points: 1
NOTES:
Other: Paizo reroll used for scenario 6-7A?: N
Middle of Deck (Unknown Order): Embiggen, George (Bound Elemental), Staff of Minor Healing, Fly, Create Mindscape, Arcane Cannonade, Augury, Channel the Gift, Blessing of the Savored Sting, The Paladin, Magic Chain Shirt, Dr. Quinn (Shaman), Fire Snake, Binder's Tome, Samisen of Oracular Vision
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
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:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell (☑ or an ally) to draw a random monster from the box. (☑ When you defeat a summoned monster, you may draw a new monster.)
When you defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)
☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)
☑ You may evade a summoned card you encounter.
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
Damiel - The Chu |
Damiel starts at the Manor.
Hand: Venomous Heavy Crossbow +2, Splashbolt Crossbow, Sunrod, Acid Flask (Core), Crystalline Carnivore (Subject-13), Blessing of Isis,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: Manor
Hero Points: 2
Paizo Reroll 1 Die Used: No
NOTES:
Available Support: Saving for myself - None
* Splashbolt Crossbow - Add 1d6 and the Acid, Cold, Electricity, Fire, or Poison trait to another character's combat check
* Venomous Heavy Crossbow +2 - Add 1d4+2 and the Poison trait to a combat check by a character at another location
* Acid Flask (Core) - Add 2d4 and the Acid trait to a local Combat or check to defeat a Lock/Trap barrier
* Crystalline Carnivore - Add 1 die to local combat check
* Blessing of Isis - Add 1 die to any check, add 2 dice to any Intelligence check or check that invokes Acid or Construct
Movement: Move me to the Pits or Blood Pool next, if needed.
Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""
Middle of Deck (Unknown Order): Blessing of Abadar, Burglar's Buckler, Blessing of the Pallid Princess, Noxious Bomb (Core), Bottled Lightning (Core), Blessing of Ptah, Good Omen (Core), Potion of Focus, Razorglass Knife, Flame Cannon, Lady of Valor (Core), Alkali Flask, Delve, Stormrune Knife, Major Cure, Potion of Healing
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Craft: Intelligence+3
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon, Alchemical, Spell
POWERS:
- You may not play Attack spells.
- During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
- On your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check), you may discard an Alchemical card (□ or any 2 cards) to add your Intelligence.
- ☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
- ☑ At the end of your turn, you may recharge a random card (☑ or any card) from your discard pile (☑ or your buried cards)
- □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.
- After you use the Base's power to recharge cards, you may move or shuffle your deck. (Season 6)
- When you close a location and move to the Base, you may immediately explore it once. (Season 6)
BR Gimry |
During This Adventure: Year of Rotting Ruin - Adventure 6:Death's Vengeance
SETUP:
STORY BANES:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Demi-plane Stack:
1. Arena
2. Arsenal
3. Stable
4. River
5. Forest
6. Shop
7. Plaza
8. Bridge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Inactive Wildcards:
Perils
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
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.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrows
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.
Harrow Of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
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.
Harrow Of Stars: After your check that was not blessed, recharge a random card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Active Wildcards:
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Additional Rules:
Scenario Level (#): 6
Turn: 1, Damiel/TheChu
Monsters
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
CotCT
Monster 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
Barriers
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Weapons
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
Display. While displayed:
* When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
Items
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Allies
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Blessings
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hour Power: When you encounter a monster, you may evade it.
Current Hour:
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hours Remaining: 29
Hourglass
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.
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 Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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 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 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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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 Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The 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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #1: Arena
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12.
When Closing: Summon and defeat a new monster.
When Permanently Closed: Draw a new ally.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force 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.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
Location #2: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Balazar/Gimry, Damiel/TheChu, None
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
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.
Damiel - The Chu |
========================
Damiel starts his turn.
Hour: The Eternal Rose
Hour Power:When you encounter a monster, you may evade it.
Location: Manor
Location Power: At the start of your turn, you may recharge an item or a spell to draw a card.
Scenario Powers: When a location is closed and banished, build a random location from the demiplane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.
On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.
When a bane is defeated and would be banished, recharge it into its location instead.
To win, close a number of locations equal to 4 more than the number of characters.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Damiel explores the Manor.
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
Auto-fail that, discard Subject-13 to explore again
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Disable 10: 1d12 + 3 + 1 + 1d12 ⇒ (8) + 3 + 1 + (4) = 16
Disable: 1d12+3+1
Bless (Blessing of Isis): 1d12
Exploring again using Damiel's Defeat any Barrier power
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
- Balazar must make a Con/Fort 6 check
BYA Constitution 6: 1d6 + 1d10 + 4 ⇒ (1) + (5) + 4 = 10
Constitution: 1d6
Damiel's Power - Discard Alchemical Card (Acid Flask): 1d10+4
Combat 25 (13+6+6): 1d10 + 4 + 3 + 4d6 ⇒ (8) + 4 + 3 + (2, 6, 6, 4) = 33
Craft: 1d10+4+3
Sunrod (against Poison or Undead) w/Splashbolt Crossbow: 4d6
EoT Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1
Discarding Sunrod for Ablaze damage
EoT: Choosing to recharge (Blessing of Isis) from discard pile from regen power
Hand: Venomous Heavy Crossbow +2, Flame Cannon, Major Cure, Burglar's Buckler, Blessing of Abadar, Lady of Valor (Core),
Displayed:
Deck: 14 Discard: 2 Buried: 0
Current Location: Manor
Hero Points: 2
Paizo Reroll 1 Die Used: No
NOTES:
Available Support: Saving for myself - None
* Venomous Heavy Crossbow +2 - Add 1d4+2 and the Poison trait to a combat check by a character at another location
* Flame Cannon - Add 2d8 and Fire trait to any combat check (I'll auto-recharge)
* Major Cure - Local character heals 1d4+1 random cards from their discard (and I heal 1)
* Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a barrier
* Lady of Valor (Core) - Add 2d8 on another character's check to defeat
Movement: Move me to the Pits or Blood Pool next, if needed.
Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""
Middle of Deck (Unknown Order): Potion of Focus, Razorglass Knife, Good Omen (Core), Blessing of Ptah, Bottled Lightning (Core), Delve, Blessing of the Pallid Princess, Potion of Healing, Stormrune Knife, Noxious Bomb (Core), Alkali Flask
Recharged: Crystalline Carnivore (Subject-13), Splashbolt Crossbow, Blessing of Isis,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Craft: Intelligence+3
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon, Alchemical, Spell
POWERS:
- You may not play Attack spells.
- During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
- On your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check), you may discard an Alchemical card (□ or any 2 cards) to add your Intelligence.
- ☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
- ☑ At the end of your turn, you may recharge a random card (☑ or any card) from your discard pile (☑ or your buried cards)
- □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.
- After you use the Base's power to recharge cards, you may move or shuffle your deck. (Season 6)
- When you close a location and move to the Base, you may immediately explore it once. (Season 6)
End of Turn Summary:
- Failed to acquire Card 1 of Manor (Staff of Greater Necromancy)
- Balazar must make a Con/Fort 6 check
- Defeated Cards 2, 3 (Cursed Statue, Ghast)
- Discarded Blessing of Isis, Acid Flask (Core), Sunrod
- Recharged Crystalline Carnivore (Subject-13), Splashbolt Crossbow, Blessing of Isis
Balazar - Gimry |
OFF-TURN ACTIONS:
Recharge Shade for Fort check. Can't fail a 6 with 1 die + 6
========================
Balazar starts his turn.
Hour: Irori's Mastery
Hour Power:On your blessed check, you may reroll any dice showing 1.
Location: Manor
Location Power:At the start of your turn, you may recharge an item or a spell to draw a card.
Adventure Powers:
Scenario Powers:
Recharge Fawkes to summon - Baykok (5)
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
Charisma 12: 1d12 + 4 ⇒ (9) + 4 = 13
Charisma - 1d12+4
Discard Qi Zhong to explore again
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Auto Fail that
Recharge Bruce to examine location - Banshee
Heal a card from Bruce
Balazar has all cards in his discard pile healed: (Blessing of Qi Zhong). Deck shuffled.
No Magic, so I'll leave the Banshee to you!
Ablaze: 1d4 - 2 ⇒ (2) - 2 = 0
"
Hand: Blazing Servant, Good Omen, Fire Snake, Phoenix Cloak, Binder's Tome, Baykok (5),
Displayed: Padrig,
Deck: 17 Discard: 0 Buried: 0
Current Location: Manor
Hero Points: 1
NOTES:
Other: Paizo reroll used for scenario 6-7A?: N
Middle of Deck (Unknown Order): Create Mindscape, Blessing of Qi Zhong, Channel the Gift, Embiggen, Fly, Arcane Cannonade, Augury, Shade (Bound Shadow Demon), Staff of Minor Healing, Fawkes (Bound Elemental), The Paladin, Bruce (Vampire Bat), George (Bound Elemental), Samisen of Oracular Vision, Dr. Quinn (Shaman), Blessing of the Savored Sting, Magic Chain Shirt
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
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:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell (☑ or an ally) to draw a random monster from the box. (☑ When you defeat a summoned monster, you may draw a new monster.)
When you defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)
☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)
☑ You may evade a summoned card you encounter.
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
BR Gimry |
During This Adventure: Year of Rotting Ruin - Adventure 6:Death's Vengeance
SETUP:
STORY BANES:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Demi-plane Stack:
1. Arena
2. Arsenal
3. Stable
4. River
5. Forest
6. Shop
7. Plaza
8. Bridge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Inactive Wildcards:
Perils
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
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.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrows
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.
Harrow Of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
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.
Harrow Of Stars: After your check that was not blessed, recharge a random card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Active Wildcards:
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Additional Rules:
Scenario Level (#): 6
Turn: 3, Damiel/TheChu
Monsters
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
CotCT
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Barriers
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
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:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Weapons
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Spells
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
Display. While displayed:
* When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcane 14
OR WisdomDivine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Items
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Allies
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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: 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.
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 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
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: 27
Hourglass
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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 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 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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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 Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The 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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #1: Arena
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12.
When Closing: Summon and defeat a new monster.
When Permanently Closed: Draw a new ally.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force 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.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
Location #2: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Balazar/Gimry, Damiel/TheChu, None
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
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.
Damiel - The Chu |
========================
Damiel starts his turn.
Hour: Benefaction
Hour Power:No effect.
Location: Manor
Location Power: At the start of your turn, you may recharge an item or a spell to draw a card.
Scenario Powers: When a location is closed and banished, build a random location from the demiplane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.
On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.
When a bane is defeated and would be banished, recharge it into its location instead.
To win, close a number of locations equal to 4 more than the number of characters.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Damiel explores the Manor.
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
Auto-fail the BYA, Damiel is Frightened.
Combat 21: 1d12 + 3 + 1d10 + 2 + 1d10 + 4 ⇒ (1) + 3 + (6) + 2 + (6) + 4 = 22
Dexterity: 1d12+3
Venomous Heavy Crossbow +2 (Reveal): 1d10+2
Damiel's Power - Discard Alchemical Card (Flame Cannon): 1d10+4
Discarding Blessing of Abadar to explore again
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
Auto-fail that
EoT: Choosing to recharge (Blessing of Abadar) from discards/buried pile from regen power
Hand: Venomous Heavy Crossbow +2, Major Cure, Good Omen (Core), Burglar's Buckler, Noxious Bomb (Core), Lady of Valor (Core),
Displayed:
Deck: 13 Discard: 3 Buried: 0
Current Location: Manor
Hero Points: 2
Paizo Reroll 1 Die Used: No
// Damiel has the following scourges marked:Frightened:While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.When your location is closed, you may remove this scourge.
NOTES:
Available Support: Saving for myself - None
* Venomous Heavy Crossbow +2 - Add 1d4+2 and the Poison trait to a combat check by a character at another location
* Good Omen - Add 1d6+# to any check to acquire, close, or guard
* Major Cure - Local character heals 1d4+1 random cards from their discard (and I heal 1)
* Lady of Valor (Core) - Add 2d8 on another character's check to defeat
Movement: Move me to the Pits or Blood Pool next, if needed.
Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""
Middle of Deck (Unknown Order): Razorglass Knife, Stormrune Knife, Blessing of Ptah, Delve, Potion of Focus, Blessing of the Pallid Princess, Potion of Healing, Alkali Flask, Bottled Lightning (Core)
Recharged: Crystalline Carnivore (Subject-13), Splashbolt Crossbow, Blessing of Isis, Blessing of Abadar,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Craft: Intelligence+3
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon, Alchemical, Spell
POWERS:
- You may not play Attack spells.
- During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
- On your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check), you may discard an Alchemical card (□ or any 2 cards) to add your Intelligence.
- ☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
- ☑ At the end of your turn, you may recharge a random card (☑ or any card) from your discard pile (☑ or your buried cards)
- □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.
- After you use the Base's power to recharge cards, you may move or shuffle your deck. (Season 6)
- When you close a location and move to the Base, you may immediately explore it once. (Season 6)
End of Turn Summary:
- Defeated Card 1 of Manor (Banshee)
- Failed to acquire Card 2 (Risibeth)
- Discarded Flame Cannon
- Recharged Blessing of Abadar
Balazar - Gimry |
========================
Balazar starts his turn.
Hour: The Uprising
Hour Power:Your non-combat check against a bane is blessed.
Location: Manor
Location Power:At the start of your turn, you may recharge an item or a spell to draw a card.
Adventure Powers:
Scenario Powers:
Location Power- Recharge Blazing Servant to Draw George
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Arcane 13: 1d12 + 6 + 1d4 ⇒ (2) + 6 + (3) = 11
Arcane - 1d12+6
Binder's Tome - 1d4
Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1
"
Hand: Good Omen, Fire Snake, Phoenix Cloak, Lyre of Storms, Binder's Tome, Baykok (5),
Displayed: Padrig,
Deck: 17 Discard: 0 Buried: 0
Current Location: Manor
Hero Points: 1
NOTES:
Other: Paizo reroll used for scenario 6-7A?: N
Middle of Deck (Unknown Order): Magic Chain Shirt, Embiggen, Channel the Gift, Fawkes (Bound Elemental), Create Mindscape, Dr. Quinn (Shaman), Augury, Blessing of the Savored Sting, The Paladin, Staff of Minor Healing, Shade (Bound Shadow Demon), Fly, Arcane Cannonade, Bruce (Vampire Bat), Samisen of Oracular Vision, Blessing of Qi Zhong
Recharged: Blazing Servant,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
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:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell (☑ or an ally) to draw a random monster from the box. (☑ When you defeat a summoned monster, you may draw a new monster.)
When you defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)
☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)
☑ You may evade a summoned card you encounter.
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
BR Gimry |
During This Adventure: Year of Rotting Ruin - Adventure 6:Death's Vengeance
SETUP:
STORY BANES:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Demi-plane Stack:
1. Arena
2. Arsenal
3. Stable
4. River
5. Forest
6. Shop
7. Plaza
8. Bridge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Inactive Wildcards:
Perils
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
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.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrows
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.
Harrow Of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
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.
Harrow Of Stars: After your check that was not blessed, recharge a random card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Active Wildcards:
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Additional Rules:
Scenario Level (#): 6
Turn: 5, Damiel/TheChu
Monsters
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Core
Monster 1
Traits:
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.
Barriers
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
Spells
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
CotCT
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.
Allies
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Blessings
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hour Power: At the start of your turn, you may recharge any number of cards then reset.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hours Remaining: 25
Hourglass
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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 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 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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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 Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The 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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #1: Arena
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12.
When Closing: Summon and defeat a new monster.
When Permanently Closed: Draw a new ally.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force 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.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
Location #2: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Balazar/Gimry, Damiel/TheChu, 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
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.
Damiel - The Chu |
EoT Ablaze from last turn: 1d4 - 2 ⇒ (4) - 2 = 2
Discarding Burglar's Buckler to reduce that Fire damage to 0
Also burying Acid Flask from Harrow of Shields
========================
Damiel starts his turn.
Hour: The Survivor
Hour Power:At the start of your turn, you may recharge any number of cards then reset.
Location: Manor
Location Power: At the start of your turn, you may recharge an item or a spell to draw a card.
Scenario Powers: When a location is closed and banished, build a random location from the demiplane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.
On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.
When a bane is defeated and would be banished, recharge it into its location instead.
To win, close a number of locations equal to 4 more than the number of characters.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Damiel explores the Manor.
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Intelligence 10 (4+6): 1d10 + 4 ⇒ (6) + 4 = 10
Intelligence: 1d10+4
Attempting to close location
Charisma 11 (5+6): 1d4 + 1d6 + 6 + 1d4 ⇒ (2) + (4) + 6 + (3) = 15
Charisma: 1d4
Good Omen: 1d6+6
Miscellaneous: Binder's Tome: 1d4
Manor is closed
Removing Frightened
WPC: Drawing Blessing of the Pallid Princess from deck
Damiel and Balazar move to the Arena
New Location: 1d8 ⇒ 7 = Plaza
Wildcard to Replace: 1d2 ⇒ 2 = Harrow of Shields
New Wildcard from Perils: 1d5 ⇒ 3 = Hostile
Ablaze Fire Damage: 1d4 - 2 ⇒ (4) - 2 = 2
Discarding Venomous Heavy Crossbow +2 and Noxious Bomb
Major Cure on Damiel: 1d4 + 1 ⇒ (3) + 1 = 4
Healing 4+1 random cards from discard
EoT: Choosing to recharge (Acid Flask) from discards/buried pile from regen power
Hand: Razorglass Knife, Stormrune Knife, Burglar's Buckler, Crystalline Carnivore (Subject-13), Blessing of the Pallid Princess, Lady of Valor (Core),
Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: Manor
Hero Points: 2
Paizo Reroll 1 Die Used: No
NOTES:
Available Support: Saving for myself - None
* Stormrune Knife - Add 1d4 and Electricity trait to distant combat check
* Razorglass Knife - Add 2d4 when a character at your location plays another weapon on a combat check (recharge)
* Crystalline Carnivore - Add 1 die to local combat check
* Blessing of the Pallid Princess - Add 1 die to any check, add 2 dice to any Fortitude, Poison, or Undead check
* Lady of Valor (Core) - Add 2d8 on another character's check to defeat
Movement: Move me to the Pits or Blood Pool next, if needed.
Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""
Middle of Deck (Unknown Order): Sunrod, Alkali Flask, Delve, Noxious Bomb (Core), Splashbolt Crossbow, Potion of Healing, Bottled Lightning (Core), Venomous Heavy Crossbow +2, Flame Cannon, Good Omen (Core), Potion of Focus, Blessing of Ptah, Blessing of Abadar, Blessing of Isis
Recharged: Major Cure, Acid Flask (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Craft: Intelligence+3
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon, Alchemical, Spell
POWERS:
- You may not play Attack spells.
- During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
- On your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check), you may discard an Alchemical card (□ or any 2 cards) to add your Intelligence.
- ☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
- ☑ At the end of your turn, you may recharge a random card (☑ or any card) from your discard pile (☑ or your buried cards)
- □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.
- After you use the Base's power to recharge cards, you may move or shuffle your deck. (Season 6)
- When you close a location and move to the Base, you may immediately explore it once. (Season 6)
End of Turn Summary:
- Defeated Card 1 of Manor (Henchman Proxy A2 = Mysterious Relic)
- Discarded Venomous Heavy Crossbow, Noxious Bomb
- Healed Discard Pile (4+1 cards)
- Recharged Major Cure, Acid Flask
BR Gimry |
Balazar will stay at the new location (Plaza)
Also when Damiel moves to Arena, we need to replace that location as well
New Location: 1d6 ⇒ 4 -> Shop
During This Adventure: Year of Rotting Ruin - Adventure 6:Death's Vengeance
SETUP:
STORY BANES:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Demi-plane Stack:
Shop
Plaza
1. Arena
2. Stable
3. River
4. Forest
5. Bridge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Inactive Wildcards:
Perils
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
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.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrows
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.
Harrow Of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
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.
Harrow Of Stars: After your check that was not blessed, recharge a random card.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Active Wildcards:
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Additional Rules:
Scenario Level (#): 6
Turn: 6, Balazar/Gimry
Monsters
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Barriers
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Weapons
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Spells
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
CotCT
Spell 6
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 13
Freely display. While displayed:
* On combat checks, add 2d6 and the Acid trait.
* At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
Items
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
Allies
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
Blessings
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
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 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hour Power: After discarding any number of cards as damage, draw a card.
Current Hour:
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hours Remaining: 24
Hourglass
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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 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 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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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 Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The 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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #2: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Balazar/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 A definition.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
Location #3: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Damiel/TheChu, 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
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
Core
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 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
CotCT
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
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
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
Balazar - Gimry |
========================
Balazar starts his turn.
Hour: Zon-Kuthon's Pain
Hour Power:After discarding any number of cards as damage, draw a card.
Location: Plaza
Location Power:When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
Adventure Powers:
Scenario Powers:
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Knowledge 10(4+6): 1d8 + 5 + 1d8 ⇒ (4) + 5 + (6) = 15
Knowledge - 1d8+5
George (Bound Elemental) - 1d8
Charisma 11(5+6): 1d12 + 4 + 1d4 ⇒ (10) + 4 + (2) = 16
Charisma - 1d12+4
Binder's Tome - 1d4
Location closed!
New Location: 1d5 ⇒ 4 -> Forest
I will stay at the Forest
Wildcard to replace: 1d2 ⇒ 1 -> Ablaze
Harrow Wildcard: 1d6 ⇒ 3 -> Harrow Of Hammers
Balazar ends his turn.
Balazar attempts to recover all cards in his Recovery pile.
George (Bound Elemental): Arcane 12: 1d12 + 6 ⇒ (10) + 6 = 16 -> George (Bound Elemental) recharged.
Balazar resets his hand.
"
Hand: Good Omen, Fire Snake, Phoenix Cloak, Lyre of Storms, Binder's Tome, Baykok (5),
Displayed: Padrig,
Deck: 17 Discard: 0 Buried: 0
Current Location: Forest
Hero Points: 1
NOTES:
Other: Paizo reroll used for scenario 6-7A?: N
Middle of Deck (Unknown Order): The Paladin, Samisen of Oracular Vision, Fawkes (Bound Elemental), Augury, Blessing of the Savored Sting, Arcane Cannonade, Magic Chain Shirt, Blessing of Qi Zhong, Dr. Quinn (Shaman), Embiggen, Create Mindscape, Bruce (Vampire Bat), Fly, Channel the Gift, Shade (Bound Shadow Demon)
Recharged: Blazing Servant, George (Bound Elemental),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
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:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell (☑ or an ally) to draw a random monster from the box. (☑ When you defeat a summoned monster, you may draw a new monster.)
When you defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)
☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)
☑ You may evade a summoned card you encounter.
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
BR Gimry |
During This Adventure: Year of Rotting Ruin - Adventure 6:Death's Vengeance
SETUP:
STORY BANES:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Demi-plane Stack:
Shop
Forest
1. Arena
2. Stable
3. River
4. Bridge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Inactive Wildcards:
Perils
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
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.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrows
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.
Harrow Of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
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.
Harrow Of Stars: After your check that was not blessed, recharge a random card.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Active Wildcards:
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Additional Rules:
Scenario Level (#): 6
Turn: 7, Damiel/TheChu
Monsters
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Barriers
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Core
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.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Weapons
CotCT
Weapon 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Spells
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 7
Traits:
Light Armor
Loot
To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card to add 1d10.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Items
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
Allies
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
CotCT
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
Blessings
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 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.
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hour Power: When you fail a check, you may bury your hand and discards to reroll.
Current Hour:
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hours Remaining: 23
Hourglass
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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 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 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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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 Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The 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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #3: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Damiel/TheChu, 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
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
Core
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 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
CotCT
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
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
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
Location #4: Forest
Wild
At This Location: When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Balazar/Gimry, None
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force 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
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Core
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
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Damiel - The Chu |
========================
Damiel starts his turn.
Hour: Asmodeus's Tyranny
Hour Power:When you fail a check, you may bury your hand and discards to reroll.
Location: Shop
Location Power: When you fail to acquire a boon, you may shuffle it into the location.
Scenario Powers: When a location is closed and banished, build a random location from the demiplane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.
On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.
When a bane is defeated and would be banished, recharge it into its location instead.
To win, close a number of locations equal to 4 more than the number of characters.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Damiel explores the Shop.
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.
Dexterity 10 (4+6): 1d12 + 3 + 1d10 + 4 ⇒ (1) + 3 + (8) + 4 = 16
Dexterity: 1d12+3
Damiel's Power - Discard Alchemical Card (Subject-13): 1d10+4
Exploring again using Damiel's Defeat any Barrier power
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Fortitude 7: 1d4 + 2d4 ⇒ (1) + (1, 4) = 6
Fortitude: 1d4
Double Bless: 2d4
Paizo re-roll one of the 1s
Fortitude 7: 1 + 1d4 + 4 ⇒ 1 + (4) + 4 = 9
Displaying Red War Paint
EoT: Choosing to recharge (Blessing of the Pallid Princess) from discards/buried pile from regen power
Hand: Razorglass Knife, Stormrune Knife, Burglar's Buckler, Venomous Heavy Crossbow +2, Delve, Lady of Valor (Core),
Displayed: Red War Paint,
Deck: 15 Discard: 1 Buried: 0
Current Location: Shop
Hero Points: 2
Paizo Reroll 1 Die Used: Yes
NOTES:
Available Support: Saving for myself - None
* Stormrune Knife - Add 1d4 and Electricity trait to distant combat check
* Razorglass Knife - Add 2d4 when a character at your location plays another weapon on a combat check (recharge)
* Delve - Add 1d8 to any check to acquire a weapon, armor, or item
* Lady of Valor (Core) - Add 2d8 on another character's check to defeat
Movement: Move me to the Pits or Blood Pool next, if needed.
Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""
Middle of Deck (Unknown Order): Good Omen (Core), Splashbolt Crossbow, Bottled Lightning (Core), Blessing of Isis, Blessing of Abadar, Sunrod, Blessing of Ptah, Potion of Healing, Noxious Bomb (Core), Flame Cannon, Potion of Focus, Alkali Flask
Recharged: Major Cure, Acid Flask (Core), Blessing of the Pallid Princess,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Craft: Intelligence+3
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon, Alchemical, Spell
POWERS:
- You may not play Attack spells.
- During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
- On your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check), you may discard an Alchemical card (□ or any 2 cards) to add your Intelligence.
- ☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
- ☑ At the end of your turn, you may recharge a random card (☑ or any card) from your discard pile (☑ or your buried cards)
- □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.
- After you use the Base's power to recharge cards, you may move or shuffle your deck. (Season 6)
- When you close a location and move to the Base, you may immediately explore it once. (Season 6)
End of Turn Summary:
- Defeated Card 1 of Shop (Brawl), recharged into location
- Acquired Card 2 (Red War Paint)
- Displayed Red War Paint
- Discarded Subject-13, Blessing of the Pallid Princess
- Recharged Blessing of the Pallid Princess
Balazar - Gimry |
========================
Balazar starts his turn.
Hour: Prayer
Hour Power:No effect.
Location: Forest
Location Power:When you defeat a monster, you may discard a card to explore.
Adventure Powers:
Scenario Powers:
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
BYA Damage: 1d4 ⇒ 2
Discard Lyre of Storms and Phoenix Cloak for damage
Combat 22(10+6+6): 2d12 + 5 + 1d4 + 5 + 1d4 ⇒ (10, 5) + 5 + (2) + 5 + (1) = 28
Padrig - 2d12+5
Summon Monster - 1d4+5
Binder's Tome - 1d4
Draw Initiate
Use Staff to heal
Balazar is healed for 1: (Lyre of Storms). Deck shuffled.
"
Hand: Good Omen, Fire Snake, Fly, Lyre of Storms, Binder's Tome, Red Mantis Initiate (2),
Displayed: Padrig,
Deck: 16 Discard: 1 Buried: 0
Current Location: Forest
Hero Points: 1
NOTES:
Other: Paizo reroll used for scenario 6-7A?: N
Middle of Deck (Unknown Order): Magic Chain Shirt, Arcane Cannonade, Blazing Servant, Dr. Quinn (Shaman), Channel the Gift, Blessing of Qi Zhong, Bruce (Vampire Bat), The Paladin, Augury, Create Mindscape, Embiggen, Samisen of Oracular Vision, Fawkes (Bound Elemental), Blessing of the Savored Sting, George (Bound Elemental), Staff of Minor Healing
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
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:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell (☑ or an ally) to draw a random monster from the box. (☑ When you defeat a summoned monster, you may draw a new monster.)
When you defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)
☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)
☑ You may evade a summoned card you encounter.
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
BR Gimry |
During This Adventure: Year of Rotting Ruin - Adventure 6:Death's Vengeance
SETUP:
STORY BANES:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Demi-plane Stack:
Shop
Forest
1. Arena
2. Stable
3. River
4. Bridge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Inactive Wildcards:
Perils
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.[/s[
[s]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.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrows
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.
Harrow Of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
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.
Harrow Of Stars: After your check that was not blessed, recharge a random card.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Active Wildcards:
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Additional Rules:
Scenario Level (#): 6
Turn: 9, Damiel/TheChu
Monsters
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Barriers
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit
2. Cultist
3. Rescue
4. Thug
For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Weapons
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
Spells
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
Core
Spell 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 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Items
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Allies
CotCT
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Blessings
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.
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: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Core
Blessing 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.
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.
Hour Power: On your check that invokes the Alchemical or Poison trait, add 1d4.
Current Hour:
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hours Remaining: 21
Hourglass
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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 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 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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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 Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The 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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #3: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Damiel/TheChu, None
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
Core
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 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
CotCT
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
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
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
Location #4: Forest
Wild
At This Location: When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Balazar/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
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force 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
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Core
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
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Damiel - The Chu |
========================
Damiel starts his turn.
Hour: Blackfingers
Hour Power:On your check that invokes the Alchemical or Poison trait, add 1d4.
Location: Shop
Location Power: When you fail to acquire a boon, you may shuffle it into the location.
Scenario Powers: When a location is closed and banished, build a random location from the demiplane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.
On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.
When a bane is defeated and would be banished, recharge it into its location instead.
To win, close a number of locations equal to 4 more than the number of characters.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Damiel explores the Shop.
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
Dexterity 11: 1d12 + 3 ⇒ (8) + 3 = 11
Dexterity: 1d12+3
Combat 28: 1d12 + 3 + 1d10 + 2 + 1d12 + 1d4 ⇒ (10) + 3 + (1) + 2 + (12) + (1) = 29
Dexterity: 1d12+3
Venomous Heavy Crossbow +2 (Discard): 1d10+2+1d12
Hour Power: 1d4
EoT: Choosing to recharge (Subject-13) from discards/buried pile from regen power
Hand: Razorglass Knife, Stormrune Knife, Delve, Burglar's Buckler, Alkali Flask, Lady of Valor (Core),
Displayed: Red War Paint,
Deck: 15 Discard: 1 Buried: 0
Current Location: Shop
Hero Points: 2
Paizo Reroll 1 Die Used: Yes
NOTES:
Available Support: Saving for myself - None
* Stormrune Knife - Add 1d4 and Electricity trait to distant combat check
* Razorglass Knife - Add 2d4 when a character at your location plays another weapon on a combat check (recharge)
* Delve - Add 1d8 to any check to acquire a weapon, armor, or item
* Lady of Valor (Core) - Add 2d8 on another character's check to defeat
Movement: Move me to the Pits or Blood Pool next, if needed.
Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""
Middle of Deck (Unknown Order): Bottled Lightning (Core), Noxious Bomb (Core), Blessing of Isis, Splashbolt Crossbow, Blessing of Ptah, Potion of Focus, Blessing of Abadar, Flame Cannon, Good Omen (Core), Potion of Healing, Sunrod
Recharged: Major Cure, Acid Flask (Core), Blessing of the Pallid Princess, Crystalline Carnivore (Subject-13),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Craft: Intelligence+3
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon, Alchemical, Spell
POWERS:
- You may not play Attack spells.
- During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
- On your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check), you may discard an Alchemical card (□ or any 2 cards) to add your Intelligence.
- ☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
- ☑ At the end of your turn, you may recharge a random card (☑ or any card) from your discard pile (☑ or your buried cards)
- □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.
- After you use the Base's power to recharge cards, you may move or shuffle your deck. (Season 6)
- When you close a location and move to the Base, you may immediately explore it once. (Season 6)
End of Turn Summary:
- Defeated Card 1 of Shop (Ancient Black Dragon), recharged into location
- Discarded Venomous Crossbow +2
- Recharged Subject-13
Balazar - Gimry |
========================
Balazar starts his turn.
Hour: Iomedae’s Justice
Hour Power:On your check against an Outsider card, add 1d4.
Location: Forest
Location Power:When you defeat a monster, you may discard a card to explore.
Adventure Powers:
Scenario Powers:
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Danger: 2d6 ⇒ (2, 5) = 7
Story Bane
Type: Monster
Traits: Aberration Trigger
To Defeat: Combat 21
When examined, move to this monster's location and encounter it. Cannot be evaded. If undefeated, recharge this monster into its location.
Use Power to evade Summoned Monster
Take Planar Rift
Arcane 12(6+6): 1d12 + 6 + 1d4 + 1d8 ⇒ (2) + 6 + (1) + (2) = 11
Arcane - 1d12+6
Binder's Tome - 1d4
Lyre of Storms - 1d8
Paizo Reroll
Arcane 12(6+6): 1d12 + 6 + 1 + 2 ⇒ (3) + 6 + 1 + 2 = 12
Take Danger to close
Danger: 2d6 ⇒ (3, 3) = 6
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Wisdom Acrobatics Perception 8 THEN Combat 23
Immune to Fire and Poison. Resistant to Melee and Ranged. Before acting, each local character that does not have the Fortitude skill suffers the scourge Exhausted, then each local character that does not have the Acrobatics skill suffers 1d4+1 Electricity damage.
Suffer Exhausted
Electricity Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Banish Initiate to prevent damage
Cast Fire Snake to use Arcane for Wisdom. Cannot fail 8 with 2 dice + 6
Combat 23: 2d12 + 2 + 1d4 + 2d8 + 1d4 ⇒ (3, 11) + 2 + (3) + (2, 3) + (3) = 27
Padrig - 2d12+2
Binder's Tome - 1d4
Lady of Valor - 2d8
Hour Power - 1d4
Discard Arcane Cannonade for Hammers
Use Damiels Lady of Valor to bless
Close Forest
New Location: 1d4 ⇒ 2
Build Stable
Remove Wildcard: 1d2 ⇒ 1
Remove Hostile
New Harrow: 1d6 ⇒ 5
Harrow of Stars
I will stay at the Stables
"Balazar ends his turn.
Balazar attempts to recover all cards in his Recovery pile.
Fire Snake: Arcane 8: 1d12 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12 -> Fire Snake recharged.
Balazar resets his hand."
"
Hand: Good Omen, Create Mindscape, Fly, Channel the Gift, Binder's Tome, Baykok(5),
Displayed: Padrig,
Deck: 15 Discard: 2 Buried: 0
Current Location: Forest
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 6-7A?: Y
Middle of Deck (Unknown Order): Samisen of Oracular Vision, Dr. Quinn (Shaman), Blessing of the Savored Sting, Fawkes (Bound Elemental), Blazing Servant, Blessing of Qi Zhong, The Paladin, Staff of Minor Healing, George (Bound Elemental), Embiggen, Augury, Magic Chain Shirt, Bruce (Vampire Bat)
Recharged: Lyre of Storms, Fire Snake,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
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:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell (☑ or an ally) to draw a random monster from the box. (☑ When you defeat a summoned monster, you may draw a new monster.)
When you defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)
☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)
☑ You may evade a summoned card you encounter.
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
BR Gimry |
During This Adventure: Year of Rotting Ruin - Adventure 6:Death's Vengeance
SETUP:
STORY BANES:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Demi-plane Stack:
Shop
Stable
1. Arena
2. River
3. Bridge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Inactive Wildcards:
Perils
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.[/s[
[s]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.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrows
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.
Harrow Of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
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.
Harrow Of Stars: After your check that was not blessed, recharge a random card.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Active Wildcards:
Harrow Of Stars: After your check that was not blessed, recharge a random card.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Additional Rules:
Scenario Level (#): 6
Turn: 11, Damiel/TheChu
Monsters
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Barriers
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
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Weapons
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 6
Traits:
Fire
Magic
Melee
Ranged
Spear
To Acquire:
Strength
Melee
Ranged
Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
Display. While displayed:
* When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
CotCT
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Allies
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Blessings
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 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.
Hour Power: No effect.
Current Hour:
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hours Remaining: 19
Hourglass
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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 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 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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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 Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The 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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #3: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Damiel/TheChu, 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 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
CotCT
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
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
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
Location #4: Stable
Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M: 4 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Balazar/Gimry, None
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its 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.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Damiel - The Chu |
========================
Damiel starts his turn.
Hour: Orison
Hour Power:No effect.
Location: Shop
Location Power: When you fail to acquire a boon, you may shuffle it into the location.
Scenario Powers: When a location is closed and banished, build a random location from the demiplane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.
On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.
When a bane is defeated and would be banished, recharge it into its location instead.
To win, close a number of locations equal to 4 more than the number of characters.
Harrow Of Stars: After your check that was not blessed, recharge a random card.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
Using Delve to draw Bottled Lightning from deck
Damiel explores the Shop.
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
High-Level Story Bane Row: 1d6 ⇒ 2
High-Level Story Bane Column: 1d6 ⇒ 1
Story Bane 6 (Monster)
Traits:
Human
Cavalier
Gray Maiden
To Defeat:
Combat 26 (24 +2 Locations)
When you would encounter this monster, a local character that has the highest Melee modifier encounters her instead.
Before acting, each other character summons and encounters the story bane Gray Maiden Guard.
Balazar evades the BYA summon
Combat 26 (24+2): 1d12 + 3 + 3d6 + 1d10 + 4 + 3 ⇒ (8) + 3 + (6, 2, 5) + (10) + 4 + 3 = 41
Dexterity: 1d12+3
Alkali Flask (Discard another card - Stormrune Knife): 3d6+1d10+4+3
Random Recharge (Harrow of Stars): 1d4 ⇒ 1 = Razorglass Knife
Refuse to attempt Craft check
Combat 23 (11+6+6): 1d10 + 4 + 3 + 3d8 ⇒ (1) + 4 + 3 + (2, 2, 2) = 14
Craft: 1d10+4+3
Bottled Lightning: 3d8
Hero Point, 1 remaining
Combat 23 (11+6+6): 1d10 + 4 + 3 + 3d8 ⇒ (7) + 4 + 3 + (6, 6, 2) = 28
Discarding top card of deck = Noxious Bomb
Attempting to close location
Ask Balazar for his Good Omen
Charisma 11 (5+6): 1d4 + 1d6 + 6 ⇒ (3) + (6) + 6 = 15
Charisma: 1d4
Good Omen: 1d6+6
Recharging remaining card in hand
EoT: Choosing to recharge (Lady of Valor) from discards/buried pile from regen power
New Location: 1d3 ⇒ 3 = Bridge
Removed Wildcard: 1d2 ⇒ 1 = Harrow of Stars
New Peril: 1d6 ⇒ 5 = Wearisome
Hand: Flame Cannon, Major Cure, Acid Flask (Core), Crystalline Carnivore (Subject-13), Blessing of Isis, Blessing of Abadar,
Displayed: Red War Paint,
Deck: 13 Discard: 3 Buried: 0
Current Location: Shop
Hero Points: 1
Paizo Reroll 1 Die Used: Yes
NOTES:
Available Support: Saving for myself - None
* Flame Cannon - Add 2d8 and Fire trait to any combat check (I'll auto-recharge)
* Major Cure - Local character heals 1d4+1 random cards from their discard (and I heal 1)
* Acid Flask (Core) - Add 2d4 and the Acid trait to a local Combat or check to defeat a Lock/Trap barrier
* Crystalline Carnivore - Add 1 die to local combat check
* Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a barrier
* Blessing of Isis - Add 1 die to any check, add 2 dice to any Intelligence check or check that invokes Acid or Construct
Movement: Move me to the Pits or Blood Pool next, if needed.
Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""
Middle of Deck (Unknown Order): Potion of Healing, Blessing of the Pallid Princess, Good Omen (Core), Sunrod, Blessing of Ptah, Splashbolt Crossbow, Potion of Focus
Recharged: Delve, Alkali Flask, Bottled Lightning (Core), Lady of Valor (Core), Razorglass Knife, Burglar's Buckler,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Craft: Intelligence+3
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon, Alchemical, Spell
POWERS:
- You may not play Attack spells.
- During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
- On your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check), you may discard an Alchemical card (□ or any 2 cards) to add your Intelligence.
- ☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
- ☑ At the end of your turn, you may recharge a random card (☑ or any card) from your discard pile (☑ or your buried cards)
- □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.
- After you use the Base's power to recharge cards, you may move or shuffle your deck. (Season 6)
- When you close a location and move to the Base, you may immediately explore it once. (Season 6)
End of Turn Summary:
- Defeated Card 1 of Shop (Henchmen B1)
- Closed Shop, replaced with Bridge
- Removed Harrow of Stars, replaced with Wearisome
- Discarded Stormrune Knife
- Recharged Delve, Alkali Flask, Bottled Lightning (Core), Lady of Valor (Core), Razorglass Knife, Burglar's Buckler
Balazar - Gimry |
"End of Damiels turn
Balazar attempts to recover all cards in his Recovery pile.
Good Omen: Arcane 8: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11 -> Good Omen recharged.
Balazar resets his hand."
========================
Balazar starts his turn.
Hour: The Courtesan
Hour Power:When you would encounter a non-story bane barrier, banish it instead, then summon and encounter a Task barrier.
Location: Forest
Location Power:When you defeat a monster, you may discard a card to explore.
Adventure Powers:
Scenario Powers:
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.
Combat 23(11+6+6): 2d12 + 5 + 1d4 + 1d4 + 5 ⇒ (8, 9) + 5 + (2) + (4) + 5 = 33
Padrig - 2d12+5
Binder's Tome - 1d4
Summon Monster - 1d4+5
No Magic, so the ghost is undefeated, so need to replace the location
New Location: 1d2 ⇒ 1 -> Arena.
Cast Fly to examine the top of both locations
Arena - Bearskin Armor
Bridge - Palace Patrols
Elect not to move
"Balazar ends his turn.
Balazar attempts to recover all cards in his Recovery pile.
Fly: Arcane 10: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (3) = 12 -> Fly recharged.
Balazar resets his hand."
"
Hand: Fire Snake, Samisen of Oracular Vision, Binder's Tome, George (Bound Elemental), Shade (Bound Shadow Demon),
Displayed: Padrig, Magic Chain Shirt,
Deck: 15 Discard: 1 Buried: 0
Current Location: Forest
Hero Points: 1 // Balazar 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:
Other: Paizo reroll used for scenario 6-7A?: N
Middle of Deck (Unknown Order): Blazing Servant, Arcane Cannonade, Augury, Fawkes (Bound Elemental), Channel the Gift, Dr. Quinn (Shaman), Bruce (Vampire Bat), Create Mindscape, Embiggen, The Paladin, Staff of Minor Healing, Blessing of Qi Zhong
Recharged: Lyre of Storms, Good Omen, Fly,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
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:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell (☑ or an ally) to draw a random monster from the box. (☑ When you defeat a summoned monster, you may draw a new monster.)
When you defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)
☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)
☑ You may evade a summoned card you encounter.
☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)
BR Gimry |
During This Adventure: Year of Rotting Ruin - Adventure 6:Death's Vengeance
SETUP:
STORY BANES:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Demi-plane Stack:
Stable
Bridge
1. Arena
2. River
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Inactive Wildcards:
Perils
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.[/s[
[s]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.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrows
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.
Harrow Of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
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.
Harrow Of Stars: After your check that was not blessed, recharge a random card.
Harrow Of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Active Wildcards:
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrow Of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Additional Rules:
Scenario Level (#): 6
Turn: 13, Damiel/TheChu
Monsters
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Barriers
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
Weapons
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Spells
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 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Items
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Allies
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hour Power: At the start of the turn, any character may recharge a card to move.
Current Hour:
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hours Remaining: 17
Hourglass
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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 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 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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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 Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The 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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Location #5: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Damiel/TheChu, None
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Core
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 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
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Spell 6
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard instead.
Location #6: Arena
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12.
When Closing: Summon and defeat a new monster.
When Permanently Closed: Draw a new ally.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Balazar/Gimry, None
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its 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.