Heggal - ACG kuey |
Out of Turn Updates:
On Aric's turn, take 1 Combat damage from Mammoth ==> Discard Elixir of Focus
"
Hand: Ruan Mirukova, Jasan Adriel, Lookout, Lady Luck, Blessing of Angradd,
Displayed:
Deck: 16 Discard: 1 Buried: 0
Current Location: #1: Repository
Hero Points: 3
Tier.XP : 4.0
Reroll: No
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 perception
Ruan: +1d4 to local check and heal 1 if succeed
Jasan Adriel: +1d6 local non-combat Dip, Knowledge
Movement: If current location closes: #5: River
Middle of Deck (Unknown Order): Surgeon, Augury, The Fiend, Evangelist, Katana +1, Chain Mail (Core), Banner, Fireblade, Grappler's Mask, Cat-o'-Nine-Tails, Blessing of the Samurai, Blessing of Cayden Cailean, Retainer, Aqueous Orb, Dwarven War Shield, Standard Bearer
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Varian 12789 |
Out of Turn Updates: End of Ukuja's turn, will use fly to examine following locations:
Dunes Card 2: Hippogriff Rider TRIGGER
Take 1 ranged combat damage discarding Mind's Eye Blade
River Card 1: Brute Force Shield
Will then fly to repository and discard Fly during recovery
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 6 - Hourglass Card 2 Varian/Zalarian Abadar's Law
Hour Rules: On your check to close or to guard, add 1d4.
SOT:
Draw #(4) Cards and recharge #(4) Cards
Draw: Life Drain#Core, Irori's Mastery, i1Zellara's Harrow Deck,
Ice Strike
Recharge: BotSpellbound, Binder's Tome, Ice Strike, Blessing of the Starsong
Will reveal Eando and then recharge Eando to examine card (Red War paint) and recharge wayfinder
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Shrine Card 2: Sands of the Hour
Shrine Card 3: Minotaur
Shrine Card 1 (Blackfingers)
Give Card: None
Move: Repository -> Shrine
Location Powers: On your Divine checks, add 2
Explore: Shrine Card 2: Sands of the Hour
Knowledge Check DC 4: 1d12 + 4 ⇒ (1) + 4 = 5 Auto Success
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.
Will discard Sands of the Hour to examine minotaur and explore
Explore: Shrine Card 3: Minotaur
Since not first Explore, avoid damage
Will discard Irori's Mastery due to honor-tested and add 3
Will use life drain and have Ukuja recharge Blessing of the Greenfaith
Arcane combat Check DC 15/35: 1d12 + 4 + 2d4 + 3 + 1d12 ⇒ (3) + 4 + (2, 1) + 3 + (9) = 22 Success
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Varian is healed for 1 (Mind's Eye Blade).
Varian ends his turn.
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded.
During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4. Heggal's Lookout adds d6
Perception Check DC 12: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4 No Success
Varian recharges spell Create Mindscape and then resets his hand.
The Harrow suit is Hammers.
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Harrow suit blessings are considered AD#
When you move to or from the Base without playing a boon to move, bury a boon.
When you succeed at a check to defeat by 20 or more, gain 1 respect point.
When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.
"
Hand: Fire Snake, Byzantine Lexicon, Wayfinder#Core, Rodrick, Eando Kline, Salvator Scream, BotSpellbound,
Displayed:
Deck: 9 Discard: 7 Buried: 0
Hero Points: 2 // Varian has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Lexicon can add d8 to local wis check
Movement: Order for my movement: shrine, reading room, repository, river, dunes
Other: Loot Pref: Bl3/Sp3
Recharged: Create Mindscape,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Varian: Honor-Tested
Notes for Aric: Honor-Tested
Notes for Ukuja: Blessing used on Varian's turn
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Heggal, Aric - Location #1: Repository 3-10 (Maiden displayed) remain // 3=Red War Paint
Varian - Location #2: Shrine 1,4-11 remain // 1=Blackfingers (Bl3)
Ukuja - Location #4: Dunes 2-10 remain // 2=Hippogriff Rider
Location #5: River 1-10 remain // 1=Brute Force Shield
Location #6: Base 3-4 remain // Thousand Bones, Trinia Sabor
Varian 12789 |
Heggal's Hour is Collapse and it occurs...
Random Location Collapses: 1d3 ⇒ 2 Shrine
Will use Firesnake and Heggal reveals lookout
Perception Check DC 6+4=10: 1d12 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8 Not Quite
Perception Check DC 6+4=10 PAIZO reroll: 1d12 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Success
BR Yewstance |
During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 4
Turn: 7, Heggal/kuey
Monsters
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Barriers
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then 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.
Weapons
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Spells
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 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
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
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.
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
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 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
Allies
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.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
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: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Hour Power:
Current Hour:
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.
Hours Remaining: 23
Hourglass
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
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.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The All-seeing Eye
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
The Sickness
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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Henchman Proxy B3
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.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Henchman Proxy B6
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.
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.
Henchman Proxy B5
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.
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.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
Henchman Proxy B2
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.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Location #1: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Lyrune-Quah Moon Maiden displayed
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.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival
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.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Location #2: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Varian/Zalarian, (VILLAIN)
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.
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Core
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
Story Bane 4
Type: Monster
Traits:
Aberration
To Defeat:
Combat 25
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Location #4: Dunes
Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, None
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Core
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
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
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
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
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.
Location #6: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Heggal - ACG kuey |
Out of Turn Updates: Nil
Turn Order: Ukuja, Varian, Heggal, Aric,
Turn: Turn 7: Collapse (resolved)
Hour Power: NA
SOT: Nil
Give Card: Nil
Move: Stay at #1: Repository
Explore:
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.
Reveal Ruan Mirukova for +1d4+2
Melee DC7: 1d8 + 5 + 1d4 + 2 ⇒ (3) + 5 + (2) + 2 = 12 ==> Acquired
Display Red War Paint.
Discard Lady Luck to move to #2: Shrine, and explore again.
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.
Reveal Ruan Mirukova for +1d4+2. Location +2.
Divine DC8: 1d8 + 2 + 1d4 + 2 + 2 ⇒ (3) + 2 + (1) + 2 + 2 = 10 ==> Acquired
Discard Blackfingers to explore again.
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.
Reveal Ruan Mirukova for +1d4+2.
Recharge Ruan Mirukova for +1d4.
-1 per dice from Drained
Wisdom DC7: 1d8 + 1d4 + 2 + 1d4 - 3 ⇒ (5) + (4) + 2 + (1) - 3 = 9 ==> Defeated
Heal Lady Luck from using Ruan Mirukova
End Turn: Reset hand.
"
Hand: Jasan Adriel, Lookout, Blessing of Angradd, Dwarven War Shield, Lady Luck, Ruan Mirukova,
Displayed: Red War Paint,
Deck: 15 Discard: 2 Buried: 0
Current Location: #2: Shrine
Hero Points: 3
Tier.XP : 4.0
Reroll: No
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 perception
Jasan Adriel: +1d6 local non-combat Dip, Knowledge
Ruan Mirukova: +1d4 and heal if succeed
Movement: If current location closes: #5: River
Middle of Deck (Unknown Order): The Fiend, Evangelist, Augury, Grappler's Mask, Surgeon, Blessing of the Samurai, Retainer, Fireblade, Katana +1, Aqueous Orb, Standard Bearer, Chain Mail (Core), Banner, Cat-o'-Nine-Tails, Blessing of Cayden Cailean
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
Notes for Varian: Honor-Tested
Notes for Aric: Honor-Tested
Notes for Ukuja: Blessing used on Varian's turn
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Aric - Location #1: Repository 2-8 (Maiden displayed) remain
Varian, Heggal - Location #2: Shrine 3-9 remain
Ukuja - Location #4: Dunes 1-9 remain // 1=Hippogriff Rider
Location #5: River 1-10 remain // 1=Brute Force Shield
Location #6: Base 1-2 remain // 1=Thousand Bones, 2=Trinia Sabor
AAUGHWHY's PFSACG Aric/TRR |
Hour is Rovagug's Destruction: On your check, you may banish a random blessing from your discards to bless.
Start of turn, switch to TRR. Exchange Mask of TRR with Captain's Cutlass in Kit
End of move step, examine top card of location: Basilisk. Use power to encounter it; discarding Hypnotist's Locket for Honor Tested
Perception 6: 1d8 + 5 ⇒ (2) + 5 = 7 For the combat, reveal Captain's Cutlass to use Melee+1d6+1. Weapon Finesse gives me Melee: DEX+3.
Combat 14: 1d10 + 1d6 + 10 ⇒ (4) + (4) + 10 = 18
Taking free explore: Venomous Hand Crossbow
Stealth 12: 1d10 + 5 ⇒ (1) + 5 = 6
Poison Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Discard Dandy Brute to explore again. Shoanti Barbarian Hide. Fail check to acquire (all the checks are 12)
Poison Damage: 1d4 - 1 ⇒ (3) - 1 = 2
end turn. Examine top card of location: Enhance. Exchange Captain's Cutlass for Mask of TRR. Switch back to Aric
Hand: Quick-Change Mask, Lookout (Core), Blessing of the Ancients, Mask of the Red Raven, Cockroach Coat, Blessing of Abadar,
Displayed:
"Kit: Captain's Cutlass (Finesse), Shadowless Sword (Finesse), Clockwork Spy,
Aric has the following scourges marked:Honor-Tested:"While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
Deck: 7 Discard: 6 Buried: 1
"NOTES:
Available Support: Abadar: +2 dice vs barriers
Movement: Dunes (if TRR)/Repository (if Aric) > Shrine > River
Other: Respect Points: 0"
Display Cockroach Coat
"
Hand: Quick-Change Mask, Lookout (Core), Blessing of the Ancients, Mask of the Red Raven, Blessing of Abadar,
Displayed: Cockroach Coat,
Kit: Captain's Cutlass (Finesse), Shadowless Sword (Finesse), Clockwork Spy,
Aric has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
Deck: 7 Discard: 6 Buried: 1
NOTES:
Available Support: Abadar: +2 dice vs barriers
Movement: Dunes (if TRR)/Repository (if Aric) > Shrine > River
Other: Respect Points: 0
Middle of Deck (Unknown Order): Sharper
Recharged: Menacing Backsword +1 (Finesse), Psychic Detective, Ausio Carowyn, The Bear, Gambeson, Blessing of the Midnight Lord,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[ ] If a character would fail a check to defeat a monser ([ ] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
Notes for Varian: Honor-Tested
Notes for Aric: Honor-Tested
Notes for Ukuja: Blessing used on Varian's turn
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Aric - Location #1: Repository 5-8 (Maiden displayed) remain // 5=Enhance
Varian, Heggal - Location #2: Shrine 3-9 remain
Ukuja - Location #4: Dunes 1-9 remain // 1=Hippogriff Rider
Location #5: River 1-10 remain // 1=Brute Force Shield
Location #6: Base 1-2 remain // 1=Thousand Bones, 2=Trinia Sabor
Ukuja the sailor |
Torag's Power: When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Start of turn place Hatchet in my kit and draw Cure from my kit. Move to Base burying Blackjack's Rapier. Explore base. Take and display Trinia Sabor. Remove Dazed scourge.
cast Cure targeting self: 1d4 + 1 ⇒ (3) + 1 = 4
Ukuja ends their turn. Riding Allosaurus is recharged from discard pile.
Ukuja attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d10 + 4 ⇒ (6) + 4 = 10 -> Cure recharged.
Ukuja resets their hand.
Hand: Wendifisa Spear, Blackjack's Gear, The Beating, Guide (Core), Hatchetbird, Blessing of the Green Faith (2), Hellknight of the Nail,
Displayed: Leryn, Python, Keppira D'bear, Laori Vaus, White War Paint, Vencarlo Orisini, Trinia Sabor,
Deck: 12 Discard: 2 Buried: 7
"Current Location: Base
Hero Points: 3
Respect Points"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
Keppira D'Bear: Display. While displayed:
• On all checks against Undead banes, add 1d4.Vencarlo Orisini: • On any combat check, after the roll, you may bury to add 1d6
• On any combat check, you may bury to rerollTrinia Sabor: * On any non-combat check, you may bury to add 1d4+#.
Guide: On a local check to close or to guard, recharge to add 1d6.
Hellknight of the Nail: On a local combat check against a non-villain bane, recharge to add 1d8. If the bane wouild be shuffled into its location, it may be reloaded into its location instead.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me
Movement: Move me to Repository if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Zon-kuthon's Pain, Blessing of the Green Faith (1), Dwarf Caiman, Angelstep, Raven, Blessing of the Elements, Sands of the Hour, Elk, Call Animal, Soothing Word
Recharged: Riding Allosaurus, Cure,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Light Armors | Weapons | Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
Took and displayed Trinia Sabor from Base.
BR Yewstance |
Varian and Heggal are both marked with Drained and Poisoned scourges, as they were at the Shrine when it got marked with both. Heggal should apply the Poisoned scourge to his hand reset.
==================================
During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 4
Turn: 10, Varian/Zalarian
Monsters
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Barriers
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Weapons
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 3
Traits:
Finesse
Knife
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 combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Spells
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 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.
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.
Armors
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may discard to reduce it to 0.
* You may discard to remove 1 of your scourges.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
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 Diplomacy or Stealth check, you may draw this card to add 1d4.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
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 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Items
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 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Allies
CotCT
Ally 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:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
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: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 3
Traits:
Deity: 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: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Current Hour:
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hours Remaining: 20
Hourglass
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The All-seeing Eye
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
The Sickness
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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Henchman Proxy B3
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.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Henchman Proxy B6
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.
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.
Henchman Proxy B5
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.
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.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
Henchman Proxy B2
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.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Location #1: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/AAUGHWHY, Lyrune-Quah Moon Maiden displayed
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Location #2: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Heggal/kuey, Varian/Zalarian, (VILLAIN)
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Core
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
Story Bane 4
Type: Monster
Traits:
Aberration
To Defeat:
Combat 25
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Location #4: Dunes
Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Core
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
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
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
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
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.
Location #6: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, None
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Heggal - ACG kuey |
Retcon this post after defeating Brain Mold
Did not heal Lady Luck. Instead, forgo healing from Ruan Mirukova to banish Poisoned.
End Turn:
Bury Blessing of Angradd to banish Drained.
Reset hand.
"
Hand: Jasan Adriel, Lookout, Dwarven War Shield, Ruan Mirukova, Cat-o'-Nine-Tails, Banner,
Displayed: Red War Paint,
Deck: 13 Discard: 3 Buried: 1
Current Location: #2: Shrine
Hero Points: 3
Tier.XP : 4.0
Reroll: No
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 perception
Jasan Adriel: +1d6 local non-combat Dip, Knowledge
Ruan Mirukova: +1d4 and heal if succeed
Banner: Display when anyone encounters Monster for +1 to all combat until fail to defeat bane
Movement: If current location closes: #5: River
Middle of Deck (Unknown Order): Standard Bearer, Surgeon, Grappler's Mask, Retainer, Evangelist, Blessing of Cayden Cailean, Augury, Chain Mail (Core), Blessing of the Samurai, Katana +1, Aqueous Orb, Fireblade, The Fiend
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Varian 12789 |
Out of Turn Updates: Poisoned and Drained on Heggal's turn. At the end of Ukuja's turn, Will discard Rodrick to draw Harrow deck and then use it
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Shrine Card 1: Dimensional Jump
Shrine Card 2: Symbol of Agony
Shrine Card 3: Flask of Curses
During recovery, will discard Harrow Deck
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 10 - Torag's Power
Hour Rules: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
SOT:
Draw #(4) Cards and recharge #(4) Cards
Draw: Blessing of the Starsong, Mind's Eye Blade, Ice Strike, Radovan
Recharge: Eando Kline, Ice Strike, Blessing of the Starsong, Mind's Eye Blade
Give Card: None
Move: Stay at Shrine
Location Powers: On your Divine checks, add 2.
Will display Radovan
Will discard Salvator Scream to draw top blessing (Hourglass Card 1 Heggal/kuey The Big Sky) AD 4
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Will Recharge Wayfinder to move to Base and then examine the top 2 cards of your location deck (Thousand Bones).
Will then use Base ability to remove Poisoned Scourge
Explore: Base Card 1 (Thousand Bones)
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Will display Thousand bones and then bury to heal 1d4+1 cards
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (1) + 1 = 2
Will then discard The big Sky to move to Repository and explore
Explore: Repository Card 1 (Enhance)
Arcane Check DC 5: 1d12 + 4 - 1 ⇒ (6) + 4 - 1 = 9 Success
"If I can't use my network of contacts to help up since we are not in the city, then I may as well use magic!" Radovan chuckles at the old wizard
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Varian ends his turn.
Will bury divine card Blessing of Spellbound to remove drained scourge
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded.
Varian recharges spell Fly and then resets his hand revealing lexicon.
The Harrow suit is Hammers.
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Harrow suit blessings are considered AD#
When you move to or from the Base without playing a boon to move, bury a boon.
When you succeed at a check to defeat by 20 or more, gain 1 respect point.
When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.
"
Hand: Byzantine Lexicon, Enhance, Life Drain#Core, Fire Snake, The Uprising, Mind's Eye Blade, Force Missile#Core, Wayfinder#Core,
Displayed: Radovan,
Deck: 7 Discard: 8 Buried: 1
Hero Points: 2 // Varian has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Lexicon can add d8 to local wis check
Force Missile can add to remote or local combat
Enhance can help with a local skill for a round
Movement: Order for my movement: shrine, reading room, repository, river, dunes
Other: Loot Pref: Bl3/Sp3
Recharged: Fly#Core,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (10)
Notes for Varian: Honor-Tested
Notes for Aric: Honor-Tested
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Aric, Varian - Location #1: Repository 2-4 (Maiden displayed) remain
Heggal - Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses
Location #4: Dunes 1-9 remain // 1=Hippogriff Rider
Location #5: River 1-10 remain // 1=Brute Force Shield
Ukuja - Location #6: Base
Heggal - ACG kuey |
Out of Turn Updates: Nil
Turn Order: Ukuja, Varian, Heggal, Aric,
Turn: Turn 11: The Big Sky
Hour Power: At the start of your turn, you may remove 1 of your scourges. (Sigh...)
SOT: Nil
Give Card: Nil
Move: Move to #4: Dunes
Explore:
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.
Display Banner for +1.
Suffer 1 Ranged Combat damage ==> Reveal Dwarven War Shield to reduce to 0
Reveal Cat-o'-Nine-Tails for Melee+3d4.
Reveal Lookout fpr +1d4+2
1st Combat DC18: 1d8 + 5 + 3d4 + 1d4 + 2 ⇒ (8) + 5 + (4, 1, 2) + (2) + 2 = 24 ==> Success
2nd Combat DC18: 1d8 + 5 + 3d4 + 1d4 + 2 ⇒ (2) + 5 + (2, 2, 4) + (4) + 2 = 21 ==> Defeated
Discard Jasan Adriel to examine. Decide not to explore.
#2: Fangs of Diomazul
End Turn: Reset hand
"
Hand: Cat-o'-Nine-Tails, Dwarven War Shield, Lookout, Ruan Mirukova, Fireblade, Augury,
Displayed: Red War Paint, Banner,
Deck: 11 Discard: 4 Buried: 1
Current Location: #4: Dunes
Hero Points: 3
Tier.XP : 4.0
Reroll: No
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 perception
Ruan Mirukova: +1d4 and heal if succeed
Banner: Displayed for +1 to all combat until fail to defeat bane
Movement: If current location closes: #5: River
Middle of Deck (Unknown Order): Retainer, Katana +1, Chain Mail (Core), Standard Bearer, Surgeon, Blessing of Cayden Cailean, Evangelist, Aqueous Orb, Blessing of the Samurai, Grappler's Mask, The Fiend
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (10)
Notes for Varian: Honor-Tested
Notes for Heggal: Banner displayed: all combat +1
Notes for Aric: Honor-Tested
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Aric, Varian - Location #1: Repository 2-4 (Maiden displayed) remain
Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses
Heggal - Location #4: Dunes 2-9 remain // 2=Fangs of Diomazul
Location #5: River 1-10 remain // 1=Brute Force Shield
Ukuja - Location #6: Base
AAUGHWHY's PFSACG Aric/TRR |
Hour is Ukuja's Asmodeus's Tyranny (Varian drew Heggal's The Big Sky during his turn, so Heggal's Hour should have been my All-Seeing Eye): When you fail a check, you may bury your hand and discards to reroll.
Start of turn, switch to TRR and exchange Mask of TRR with Shadowless Sword
Aric moves over to the Dunes, suiting up along the way.
End of move step, examine top card of location. Find Fangs of Diomazul. Exchange Quick Change Mask with Clockwork Spy in kit
As he arrives, he notices Card 2: Fangs of Diomazul just barely jutting out of the sand, poised to clamp down on an unsuspecting victim.
Acrobatics 11: 1d10 + 1d4 + 5 ⇒ (6) + (3) + 5 = 14
"You have passed the first part of the test."
The Red Raven turns around to find another one of the Moon-Maidens. "Y'know, you don't need to test us this much. We're here to help with your-". The Red Raven is cut off by an Enormous Reefclaw emerging from below the sand. Display Clockwork Spy to examine then explore again. For the check to acquire, summon and encounter a monster. [b]Heggal and TRR each take 1 combat damage Discard Lookout for my damage. For the combat, Reveal Shadowless Sword to use Melee: DEX+1d8+2; Summoned Monster adds 1d8. Weapon Finesse gives me Melee: DEX+3. Banner adds 1. Honor-Tested makes me discard a card and add 3. Discard Blessing of the Ancients.
Combat 19: 1d10 + 2d8 + 12 ⇒ (7) + (6, 1) + 12 = 26 Reefclaw makes me reroll
Combat 19: 1d10 + 2d8 + 12 ⇒ (2) + (2, 2) + 12 = 18 Requesting Vencarlo Orisini to reroll
Combat 19: 1d10 + 2d8 + 12 ⇒ (7) + (2, 4) + 12 = 25
"You have passed the test. Display Moon-Maiden next to location.
End turn. End of turn, examine top card of location: Giant Form. Switch back to Aric.
"
Hand: Ausio Carowyn, Sharper, Menacing Backsword +1 (Finesse), Shadowless Sword (Finesse), Psychic Detective, Blessing of Abadar,
Displayed: Cockroach Coat, Clockwork Spy,
Kit: Captain's Cutlass (Finesse), Quick-Change Mask, Mask of the Red Raven,
Aric has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
Deck: 3 Discard: 8 Buried: 1
NOTES:
Available Support: Abadar: +2 dice vs barriers
Movement: Dunes (if TRR)/Repository (if Aric) > Shrine > River
Other: Respect Points: 0
Middle of Deck (Unknown Order): 0
Recharged: The Bear, Gambeson, Blessing of the Midnight Lord,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[ ] If a character would fail a check to defeat a monser ([ ] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (10)
Notes for Varian: Honor-Tested
Notes for Heggal: Banner displayed: all combat +1
Notes for Aric: Honor-Tested
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Aric, Varian - Location #1: Repository 2-4 (Maiden displayed) remain
Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses
Heggal, Aric - Location #4: Dunes 4-9 (Maiden Displayed) remain // 4=Giant Form (Spell 4)
Location #5: River 1-10 remain // 1=Brute Force Shield
Ukuja - Location #6: Base
Ukuja the sailor |
The First: When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
Start of turn put The Beating in my kit and draw Stone Axe +1 from it.
Ukuja moves to Repository. Bury Stone Axe +1.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Stealth 9 recharging Blackjack's Gear: 1d10 + 1d8 + 3 ⇒ (2) + (4) + 3 = 9
Discard Hatchetbird to move to River and explore. Banish Brute Force Shield. Discard Hellknight of the Nail to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
stealth 4 +4: 1d10 + 3 ⇒ (4) + 3 = 7
Hand: Wendifisa Spear, Zon-kuthon's Pain, Sands of the Hour, Guide (Core), Blessing of the Elements, Blessing of the Green Faith (2), Soothing Word,
Displayed: Leryn, Python, Keppira D'bear, Laori Vaus, White War Paint, Vencarlo Orisini, Trinia Sabor,
Deck: 9 Discard: 4 Buried: 8
"Current Location: River
Hero Points: 3
Respect Points"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
Keppira D'Bear: Display. While displayed:
• On all checks against Undead banes, add 1d4.Vencarlo Orisini: • On any combat check, after the roll, you may bury to add 1d6
• On any combat check, you may bury to rerollTrinia Sabor: * On any non-combat check, you may bury to add 1d4+#.
Guide: On a local check to close or to guard, recharge to add 1d6.
Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Sands of the Hour: On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Zon-Kuthon's Pain: On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Movement: Move me to Repository if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Green Faith (1), Angelstep, Raven, Elk, Call Animal, Dwarf Caiman
Recharged: Riding Allosaurus, Cure, Blackjack's Gear,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Light Armors | Weapons | Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
Repository Card 2 banished.
River cards 1 and 2 banished.
Base is closed.
Varian 12789 |
Out of Turn Updates: Varian must contend with Biting Tigers on Ukuja's turn
Will have Radovan deal with the Tigers by reloading him
Knowledge Check DC 9/29: 1d12 + 4 + 4 ⇒ (4) + 4 + 4 = 12 Auto Success
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 14 - Hourglass Card 5 Heggal/kuey
The Sickness
Hour Rules: When you suffer damage, suffer the scourge Plagued.
SOT:
Draw #(4) Cards and recharge #(4) Cards
Draw: Radovan, Ice and Fire, Blessing of the Starsong, Ice Strike
Recharge: Force Missile#Core, Ice and Fire, Ice Strike, Mind's Eye Blade
Will display Radovan
Give Card: None
Move: Stay at repository
Location Powers: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
Explore: Repository Card 3: Phantasmal Apparition
Will reload Radovan to help with barrier
Honestly not sure if I can use Radovan to use knowledge at lower number if Knowledge is already a choice..made check either way
Knowledge Check DC 4+4=8: 1d12 + 4 + 4 ⇒ (3) + 4 + 4 = 11 Success
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location
Examine last card and determine to be The Unveiling; will leave with someone with more suited skills to deal with
Will Recharge Wayfinder to move to Dunes and then examine the top 2 cards of your location deck.
Dunes Card 4: Giant Form
Dunes Card 5: Master of Masters
Location Powers: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
Will discard the Uprising to explore
Explore: Dunes Card 4: Giant Form
Will display Enhance and apply to arcane
Arcane Check DC 13: 1d12 + 4 + 1 + 4 ⇒ (1) + 4 + 1 + 4 = 10 Not Quite
Will spend hero point to reroll
Arcane Check DC 13 PAIZO reroll: 1d12 + 4 + 1 + 4 ⇒ (8) + 4 + 1 + 4 = 17 Success
CotCT
Spell 4
Traits:
Arcane
Magic
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.
Will discard blessing of the starsong to explore again
Explore: Dunes Card 5: Master of Masters
Will use fire snake along with enhance
Arcane Check DC 8: 1d12 + 4 + 1 + 4 ⇒ (8) + 4 + 1 + 4 = 17 Auto Success
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.
Varian ends his turn.
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded.
Varian recharges spell Enhance and then resets his hand.
The Harrow suit is Hammers.
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Harrow suit blessings are considered AD#
When you move to or from the Base without playing a boon to move, bury a boon.
When you succeed at a check to defeat by 20 or more, gain 1 respect point.
When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.
Will display Radovan after Heggal's SOT
"
Hand: Life Drain#Core, Create Mindscape, Byzantine Lexicon, Binder's Tome, Eando Kline, Giant Form, Master of Masters,
Displayed: Radovan,
Deck: 6 Discard: 12 Buried: 1
Hero Points: 2 // Varian has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Lexicon can add d8 to local wis check
Giant form helps local character
binder's tome d4 mental to cha, combat
Create Mindscape adds d4 int,wis,cha at a location until closed
Movement: Order for my movement: shrine, reading room, repository, river, dunes
Other: Loot Pref: Bl3/Sp3
Recharged: Fly#Core, Force Missile#Core, Ice and Fire, Ice Strike, Mind's Eye Blade, Enhance,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (10)
Notes for Varian: Honor-Tested; reroll used; HP used
Notes for Heggal: Banner displayed: all combat +1
Notes for Aric: Honor-Tested
Notes for Ukuja: Vencarlo used
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Ukuja - Location #1: Repository 4 (Maiden displayed) remain // 4=The Unveiling
Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses
Heggal, Aric, Varian - Location #4: Dunes 6-9 (Maiden Displayed) remain
Location #5: River 3-10 remain
BR Yewstance |
During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 4
Turn: 15, Heggal/kuey
Monsters
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
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
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
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 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Weapons
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Core
Weapon 3
Traits:
Finesse
Knife
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 combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
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.
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 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.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 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 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
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:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Allies
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 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 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Blessings
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Core
Blessing 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: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.
Current Hour:
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.
Hours Remaining: 14
Hourglass
Henchman Proxy B3
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.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Henchman Proxy B6
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.
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.
Henchman Proxy B5
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.
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.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
Henchman Proxy B2
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.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Location #1: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lyrune-Quah Moon Maiden displayed
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Location #2: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: (VILLAIN)
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Core
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
Story Bane 4
Type: Monster
Traits:
Aberration
To Defeat:
Combat 25
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Location #4: Dunes
Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Varian/Zalarian, Lyrune-Quah Moon Maiden displayed
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
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
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, 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
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
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.
Heggal - ACG kuey |
Out of Turn Updates: Nil
Turn Order: Ukuja, Varian, Heggal, Aric,
Turn: Turn 15: The Joke
Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die. (Yup, with Heggal's intelligence, that is indeed a joke. :) )
SOT: Nil
Give Card: Nil
Move: Stay at #4: Dunes
Explore:
Forgo first exploration to reveal Lookout to heal Aric for 1d4 + 1 ⇒ (4) + 1 = 5, then discard
End Turn: Reset hand
"
Hand: Cat-o'-Nine-Tails, Fireblade, Augury, Dwarven War Shield, Ruan Mirukova, Blessing of the Samurai,
Displayed: Red War Paint, Banner,
Deck: 10 Discard: 5 Buried: 1
Current Location: #4: Dunes
Hero Points: 3
Tier.XP : 4.0
Reroll: No
NOTES:
Available Support: Blessings: Use as needed
Ruan Mirukova: +1d4 and heal if succeed
Banner: Displayed for +1 to all combat until fail to defeat bane
Movement: If current location closes: #5: River
Middle of Deck (Unknown Order): Chain Mail (Core), Retainer, Evangelist, The Fiend, Aqueous Orb, Surgeon, Blessing of Cayden Cailean, Katana +1, Grappler's Mask, Standard Bearer
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (15)
Notes for Varian: Honor-Tested; reroll used; HP used
Notes for Heggal: Banner displayed: all combat +1
Notes for Aric: Honor-Tested; Heggal healed for 5
Notes for Ukuja: Vencarlo used
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Ukuja - Location #1: Repository 1 (Maiden displayed) remain // 1=The Unveiling
Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses
Heggal, Aric, Varian - Location #4: Dunes 1-4 (Maiden Displayed) remain
Location #5: River 1-8 remain
AAUGHWHY's PFSACG Aric/TRR |
Hour is Collapse
Random Occupied Location: 1d2 ⇒ 1 Everyone at the Dunes summons and encounters it
"
Story Bane Barrier 0
Traits
Obstacle
Veteran
Check
Dexterity
Wisdom
8+#
OR
Acrobatics
Perception
6+#
Powers
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.
For my check, Reveal Shadowless Sword to add 1d8 to my Perception
Perception 10: 2d8 + 3 ⇒ (3, 7) + 3 = 13
Pausing turn so Varian and Heggal can make their checks. I've got Blessing of Abadar to add 2 dice to your check, if needed.
Heggal - ACG kuey |
Out of Turn Updates:
On Aric's turn, encounter Collapse
Reveal Ruan Mirukova for +1d4+2
Wisdom DC8+4: 1d8 + 1d4 + 2 ⇒ (2) + (1) + 2 = 5 ==> Fail
Combat damage: 1d4 ⇒ 1
Reveal Dwarven War Shield to reduce by 2, i.e. to 0
Reveal Ruan Mirukova for +1d4+2
Strength DC5+4: 1d8 + 3 + 1d4 + 2 ⇒ (3) + 3 + (4) + 2 = 12 ==> Success, so no Entangled
Banner recharged
"
Hand: Cat-o'-Nine-Tails, Fireblade, Augury, Dwarven War Shield, Ruan Mirukova, Blessing of the Samurai,
Displayed: Red War Paint,
Deck: 11 Discard: 5 Buried: 1
Current Location: #4: Dunes
Hero Points: 3
Tier.XP : 4.0
Reroll: No
NOTES:
Available Support: Blessings: Use as needed
Ruan Mirukova: +1d4 and heal if succeed
Banner: Displayed for +1 to all combat until fail to defeat bane
Movement: If current location closes: #5: River
Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Surgeon, The Fiend, Katana +1, Aqueous Orb, Chain Mail (Core), Evangelist, Grappler's Mask, Retainer, Standard Bearer
Recharged: Banner,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Varian 12789 |
For collapse, will reload Radovan, use Master of Masters to bless twice, and Create Mindscape will be displayed.
Knowledge/Perception/Int Check DC 6+4=10/30: 1d12 + 4 + 4 + 2d12 + 1d4 ⇒ (7) + 4 + 4 + (9, 10) + (3) = 37 Success; Varian gains a respect point
AAUGHWHY's PFSACG Aric/TRR |
After the collapses, my Hour should be Ukuja's Urgathoa's Gluttony, since Heggal failing to defeat the collapse triggers the location effect. Urgathoa's Gluttony: On your check to acquire a boon, add 1d6; if you succeed, bury the boon
Start of turn, switch to TRR. Exchange Menacing Backsword with Quick-Change Mask in kit
End of move step, examine top card of location. Find Inquisitor Devil; use power to encounter it
Aric takes advantage of all the dust and rubble kicked up by the collapses to suit up. He spots an Card 1: Inquisitor Devil lurking above that was no-doubt the culprit and takes off in pursuit. Honor Tested makes me discard a card to add 3; discard Sharper. Reveal Shadowless Sword to use Melee+1d6+2. Weapon Finesse gives me Melee: DEX+3. Melee Resistance subtracts 4 from check. Banish Clockwork Spy to add 1d6
Combat 17: 1d10 + 2d6 + 11 - 4 ⇒ (3) + (5, 2) + 11 - 4 = 17
The Red Raven catches up to the devil and takes care of it. He searches the body and finds a deck of Card 2: Marked Cards
INT 10: 1d8 + 1d6 ⇒ (7) + (5) = 12 Hour makes me bury them
Now is not the time for gambling; The Red Raven stashes them for later. The Red Raven scans the horizon as his Psychic Detective colleague chimes in on the tele-phone and informs him of a Card 3: Thundering Earthbreaker nearby. It's way too heavy for his upper body strength tastes and asks for any other intel. Ausio Carowyn speaks up on the line and informs him of a scroll of Card 4: Magical Mansion nearby. Much lighter! Discard Psychic Detective to examine then explore Thundering Earthbreaker, banish it. Discard Ausio Carowyn to explore again
INT 8: 1d8 + 1d6 ⇒ (2) + (1) = 3
The Red Raven can't find the scroll. Perhaps it got buried during the collapse. He is able to find a holy symbol of Top blessing of hourglass: Varian's The Lucky Drunk. Attempt to acquire top blessing of hourglass to close. Recharge Quick-Change Mask to use Stealth
Divine (Stealth) 8: 1d10 + 1d6 + 1d4 + 5 ⇒ (5) + (2) + (4) + 5 = 16 Hour makes me bury it
TRR and Heggal move to River
Varian moves to Shrine
End of turn, Examine top card of location. Find Moon Maiden. Switch back to Aric
"
Hand: Marianix Karn, The Bear, Blessing of the Midnight Lord, Shadowless Sword (Finesse), Rapier (Core, Finesse), Blessing of Abadar,
Displayed: Cockroach Coat,
Kit: Captain's Cutlass (Finesse), Menacing Backsword +1 (Finesse), Mask of the Red Raven,
Aric has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
Deck: 5 Discard: 6 Buried: 3
NOTES:
Available Support: Abadar: +2 dice vs barriers
Movement: Dunes (if TRR)/Repository (if Aric) > Shrine > River
Other: Respect Points: 0
Middle of Deck (Unknown Order): Lookout (Core), Hypnotist's Locket, Mask of Stolen Mien, Gambeson
Recharged: Quick-Change Mask,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[ ] If a character would fail a check to defeat a monser ([ ] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (15)
Notes for Varian: Honor-Tested; reroll used; HP used; 1 respect point
Notes for Aric: Honor-Tested; Heggal healed for 5
Notes for Ukuja: Vencarlo used
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Location #1: Repository 1 (Maiden displayed) remain // 1=The Unveiling
Varian - Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses
Ukuja, Heggal, Aric - Location #5: River 1-8 remain // 1=Moon Maiden
Hourglass off by 2. Top card of Hourglass is Heggal's Card 4
Ukuja the sailor |
Getting Heggal's hour on my turn. The Desert: When this is the hour: When you move during your move step, bury a card.
Start of turn put Soothing Word in kit and draw Fire Gecko from it.
Ally 5
Traits:
Loot
Human
Barbarian
Respect
Check:
Charisma
Diplomacy
11
OR
Summon and defeat a Monster
Powers:
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.
Summon and encounter random monster #1 Diseased Rats.
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
survival 9 recharging Sands of the Hour: 2d10 + 6 ⇒ (9, 4) + 6 = 19
Display Lyrune-Quah Moon Maiden next to River. Gain Honer Tested. Discard Zon-kuthon's Pain to explore.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Can't defeat it. Banish it instead. Discard Guide to explore.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
divine 7: 1d10 + 4 ⇒ (4) + 4 = 8
End turn. Hatchetbird recharges from discard pile.
Hand: Wendifisa Spear, Aspect of the Monkey, Elk, Blessing of the Green Faith (1), Blessing of the Elements, Blessing of the Green Faith (2), Fire Gecko,
Displayed: Leryn, Python, Keppira D'bear, Laori Vaus, White War Paint, Trinia Sabor,
Deck: 9 Discard: 5 Buried: 9
"Current Location: River
Hero Points: 3
Respect Points // Ukuja has the following scourges marked:Honor-Tested:"While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
Keppira D'Bear: Display. While displayed:
• On all checks against Undead banes, add 1d4.Trinia Sabor: * On any non-combat check, you may bury to add 1d4+#.
Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Movement: Move me to Repository if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Dwarf Caiman, Angelstep, Call Animal, Raven
Recharged: Riding Allosaurus, Cure, Blackjack's Gear, Sands of the Hour, Hatchetbird,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Light Armors | Weapons | Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
River Card 1 Lyrune-Quah Moon Maiden displayed next to River.
River card 2 banished.
River card 3 acquired.
Random monster #1 banished.
Next blessing is Hourglass Card 5 Aric/AAUGHWHY.
Varian 12789 |
Out of Turn Updates: None
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 18 - Proxy for Collapse
Collapse at shrine or River: 1d2 ⇒ 2 Occurs at river; others must deal with collapse
AAUGHWHY's PFSACG Aric/TRR |
Collapse during Varian's turn
Perception 10, revealing Shadowless Sword: 2d8 + 3 ⇒ (7, 7) + 3 = 17
Ukuja the sailor |
perception 6 +4 discarding Aric's Blessing of Abadar: 3d10 + 5 ⇒ (1, 2, 3) + 5 = 11
Used Aric's Blessing of Abadar.
ACG Bot |
botting Heggal's check revealing ally...Ukuja recharges blessing green faith for a die
Wisdom Check DC 8+4=12: 1d8 + 1d4 + 2 + 1d8 ⇒ (7) + (4) + 2 + (7) = 20 Success
Story Bane Barrier 0
Traits
Obstacle
Veteran
Check
Dexterity
Wisdom
8+#
OR
Acrobatics
Perception
6+#
Powers
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.
Varian 12789 |
Continuing turn...forgot that create mindscape was discarded due to dunes closed
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 18 - The Desert
Hour Rules: When you move during your move step, bury a card.
SOT:
Will reveal Eando and recharge force missile to examine card (dimensional jump) and recharge wayfinder
Draw #(4) Cards and recharge #(4) Cards
Draw: Radovan, Fly#Core, Force Missile#Core, Ice and Fire
Recharge: Life Drain#Core, Ice and Fire, Fly#Core, Giant Form
Give Card: None
Move: Stay at Shrine
Location Powers: On your Divine checks, add 2.
Will display Radovan
Explore: Shrine Card 1 (Dimensional Jump)
Will recharge Binder's Tome for Urban assistance to add 1d4+1
Arcane Check DC 8: 1d12 + 4 + 1d4 + 1 ⇒ (6) + 4 + (2) + 1 = 13 Success
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
Will banish Dimensional jump to recovery to move to Respository and discard Eando to explore
Explore: Repository Card 1 (The Unveiling)
Untrained Skill Craft Check DC 5: 1d4 + 0 ⇒ (3) + 0 = 3 No Success
Poison damage: 1d4 - 1 ⇒ (1) - 1 = 0 No damage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Will attempt to close by acquiring spell; Ukuja will recharge blessing of the green faith
Arcane Check DC 8: 1d12 + 4 + 1d12 ⇒ (1) + 4 + (12) = 17 Success
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
WPC recharge cards: 1d4 ⇒ 1 only have one card in hand so it is recharged - Lexicon
repository is closed, move to Shrine
Varian ends his turn.
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded. discard Dimensional Jump
Varian recharges spell Create Mindscape and then resets his hand.
The Harrow suit is Hammers.
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Harrow suit blessings are considered AD#
When you move to or from the Base without playing a boon to move, bury a boon.
When you succeed at a check to defeat by 20 or more, gain 1 respect point.
When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.
"
Hand: Mind's Eye Blade, Ice and Fire, Force Missile#Core, Life Drain#Core, Wayfinder#Core, Enhance, Fly 2,
Displayed: Radovan,
Deck: 5 Discard: 15 Buried: 1
Hero Points: 2 // Varian has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Movement: Order for my movement: shrine, reading room, repository, river, dunes
Other: Loot Pref: Bl3/Sp3
Recharged: Ice Strike, Fly#Core, Giant Form, Binder's Tome, Create Mindscape,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (15)
Notes for Varian: Honor-Tested; reroll used; HP used; 1 respect point
Notes for Aric: Honor-Tested; abadar blessing used by Ukuja
Notes for Ukuja: Honor Tested; 2 blessings used (Aric and Varian)
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Varian - Location #2: Shrine 2-7 remain // 2=Symbol of Agony, 3=Flask of Curses
Ukuja, Heggal, Aric - Location #5: River 4-8 remain // 1=Moon Maiden
Heggal - ACG kuey |
Out of Turn Updates: Nil
Turn Order: Ukuja, Varian, Heggal, Aric,
Turn: Turn 19: The Foreign Trader
Hour Power:
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
SOT: Nil
Give Card: Nil
Move: Move to #2: Shrine
Explore:
Put Augury into Recovery. Choose Barrier and examine top 3 cards:
#2: Symbol of Agony ==> Barrier
#3: Flask of Curses ==> Barrier
#4: The Keep
Move #3, #2 to bottom, and shuffle the rest
Explore which card: 4-7: 1d4 + 3 ⇒ (2) + 3 = 5
#5: Henchman Proxy A6
Ally 5
Traits:
Loot
Human
Barbarian
Respect
Check:
Charisma
Diplomacy
11
OR
Summon and defeat a Monster
Powers:
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.
Reveal Ruan Mirukova for +1d4+2
Diplomacy DC11: 1d10 + 2 + 1d4 + 2 ⇒ (8) + 2 + (2) + 2 = 14 ==> Success
Display Lyrune-Quah Moon Maiden at location
Discard Blessing of the Samurai to explore again
Explore which card: 4,6-7: 1d3 ⇒ 2 ==> #6
CotCT
Story Bane 4
Type: Monster
Traits:
Aberration
To Defeat:
Combat 25
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
Reveal Cat-o'-Nine-Tails for Melee+3d4
Reveal Ruan Mirukova for +1d4+2. Recharge for +1d4.
Honor-Tested: Discard Fireblade for +3
Combat DC25: 1d8 + 5 + 3d4 + 1d4 + 2 + 1d4 + 3 ⇒ (4) + 5 + (2, 3, 4) + (2) + 2 + (1) + 3 = 26 Didn't need to use my Dwarven War Shield
Ukuja the sailor |
constitution 5 +4 to guard River discarding Blessing of the Elements and burying Trinia Sabor: 2d6 + 1d4 + 4 ⇒ (4, 1) + (2) + 4 = 11
BR Yewstance |
COMPLETED SCENARIO 4A: RED MOON
TIER PROGRESSION:
All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
Party -> Tier 4, 1XP
SCENARIO REWARD:
CONVENTION BOON: All players (and the BR) may roll a 1d20. On a 20, they win the following Player Boon...
☐☐☐ Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.
BR 10-00C Boon Roll: 1d20 ⇒ 4 -> No effect.
DEVELOPMENT:
You stand at the base of the silvery stone shrine, impressed by the long tail feathers of an immense star monarch carved into its facade. Above, an argent sphere caps the tower’s peak, as if the moon had fallen out of the sky to become impaled upon the steeple.
Truthspeaker Akram thanks you for joining with the Moon Maiden warriors in removing the red reaver. Now that the House of the Moon is secure, he is willing to go with you to the lands of the Skoan-Quah.
“We are a quiet people,” he says. “So when we speak, our words are heeded. You are hoping to gain passage into Sklar-Quah country, which will only come if you replicate the deeds of warriors past. Perhaps unfortunately for you, I know what deed Thousand Bones’s people prize the most."
You shudder to think of what that might be. Seeing this, the Truthseeker tells you.
“So, outlander. Have you ever been inside a fire worm?”
Truthspeaker Akram thanks you for joining with the Moon Maiden warriors and mysterious Red Raven in removing the red reaver. Now that the House of the Moon is secure, he is willing to go with you to the lands of the Skoan-Quah.
“We are a quiet people,” he says, taking a certain gaze at the cowled visage of Ukuja and the Red Raven. “So when we speak, our words are heeded. You are hoping to gain passage into Sklar-Quah country, which will only come if you replicate the deeds of warriors past. Perhaps unfortunately for you, I know what deed Thousand Bones’s people prize the most."
You shudder to think of what that might be. Seeing this, the Truthseeker tells you.
“So, outlander. Have you ever been inside a fire worm?”
ACQUIRED CARDS:
Riding Allosaurus (Ally 2)
Hellknight of the Nail (Ally 3)
Jasan Adriel (Ally 4)
Sands of the Hour (Blessing 0)
Sands of the Hour (Blessing 0)
Irori's Mastery (Blessing 1)
Zon-kuthon's Pain (Blessing 2)
Blackfingers (Blessing 3)
The Lucky Drunk (Blessing 3)
Master of Masters (Blessing 3)
Lady Luck (Blessing 3)
The Big Sky (Hammers: Blessing 4)
The Unveiling (Item 2)
Elixir of Focus (Item 2)
White War Paint (Item 2)
Marked Cards (Item 3)
Red War Paint (Item 4)
Enhance (Spell 0)
Soothing Word (Spell 0)
Dimensional Jump (Spell 2)
Aspect of the Monkey (Spell 2)
Ice Strike (Spell 3)
Giant Form (Spell 4)
Note: Soothing Word is now removed from the box.
BR Yewstance |
The Gameday event is now officially over.
SCENARIO 4B: THE BELLY OF THE BEAST
“I am here to witness, and to tell of what I see,” says Truthspeaker Akram. This is why you brought him here, to the bleakest part of the Cinderlands. Over the sound of the earth rumbling, the elder Thousand Bones speaks the legend aloud.
“Long ago, the Sklar-Quah warrior Skurak slew his brother. Although Skurak claimed the death was a hunting accident, the Sun Shaman declared him an outlander. Before Skurak was cast out, he swore he would be born again and return to his tribe. He went to the killing grounds of great Cindermaw the Clan-Eater armed with only a dagger. Without fear, he dove into the beast’s mouth and cut his way out. He returned to the clan and declared he had been reborn, leaving his misdeeds in the cleansing fire of Cindermaw’s belly. The Sun Shaman accepted this and Skurak’s time as an outlander was spoken of no more.”
From the hilltop, you look down on the blasted valley below. The ground rumbles, and a deer skitters for cover. It is of no use. The ground erupts in fire, and a giant blazing worm swallows the creature whole.
“You cannot kill Cindermaw,” says Thousand Bones. “For what is the worth of a foe if he may be vanquished? Instead, you must do as Skurak did: enter the mouth of the fire worm and cut your way out. Then you will have the respect of the Skoan-Quah, and their safe passage to the lands of the Sun People.”
Cindermaw retreats into the soil and the tremors cease. Except for a large swath of burnt earth, the valley is peaceful again.
“Careful how you run,” Thousand Bones advises. “If you make too much noise, you will draw out Cindermaw and be bathed in fire. That is not how you become a legend. Time your strides correctly, and you will outfox the mighty worm. Fail, and you will be but one more burn mark along the ground.”
SETUP:
LOCATIONS:
1 - Base
1 - Cinderlands
THREAT LIST:
DURING THIS SCENARIO:
================================================
HARROWING:
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire: Strength Fortitude 4+#
On any check, discard to bless. On any check against a barrier or to close, discard to bless twice. Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore.
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore.
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire: Strength Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
BR Yewstance |
The location in this scenario cares about the party's combined Respect Points. As previously stated, I request that each party member track their own Respect points - please post it somewhere in your initial post alongside your opening hand and Loot choices so I can tally them and list them in the the location's notes for this scenario.
=========================
During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 4
Turn: 0, Heggal/kuey
Monsters
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 4
Traits:
Trigger
Vermin
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Barriers
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
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.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Weapons
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 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Core
Weapon 3
Traits:
Finesse
Knife
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 combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Spells
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
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 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat 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.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
Allies
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and 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.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
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 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Blessings
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
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: 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Master of Masters
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.
Achaekek's Claws
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.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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 Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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 Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 11 Ba: 6 W: 5 Sp: 0 Ar: 0 I: 0 Al: 6 Bl: 1 ?: 1
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Ukuja/Bigguyinblack, Varian/Zalarian, None
Location #2: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
Located/Displayed Here: None
Ukuja the sailor |
Upgraded Raven with Druid of the Green Faith (Ally 4). Cohorts will be Leryn and Pygmy Ankylosaur. Favored card Weapon. Starting location Base. Replacing Javelin with Guide loot. Respect points 1.
Hand: Blackjack's Gear, Charm Animal, Cauterize, Druid of the Green Faith, Stone Axe +1, Blessing of Milani, Wendifisa Spear, The Paladin,
Displayed: Leryn, Pygmy Ankylosaur,
Deck: 14 Discard: 0 Buried: 0
"Current Location: Base
Hero Points: 3
Respect Points 1"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Movement: Move me to Repository if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Hatchet, Hatchetbird, Angelstep, Cure, Blackjack's Daggers, Call Animal, Blessing of the Green Faith (1), Guide (Core), Blessing of the Green Faith (2), Dwarf Caiman, Fire Gecko, Elk, Blessing of the Elements, Blackjack's Rapier
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Light Armors | Weapons | Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
Draw 3 cards: Cure, Hatchet, Angelstep. Place Stone Axe +1, Hatchet, and Blackjack's Gear in my kit. Draw 1 card: Elk. Recharge 1 card: Cauterize.
Hand: Wendifisa Spear, Charm Animal, Cure, Angelstep, Druid of the Green Faith, Elk, Blessing of Milani, The Paladin,
Displayed: Leryn, Pygmy Ankylosaur,
Deck: 11 Discard: 0 Buried: 0
"Current Location: Base
Hero Points: 3
Respect Points 1"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.
Movement: Move me to Repository if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blackjack's Daggers, Guide (Core), Blessing of the Green Faith (1), Blessing of the Green Faith (2), Hatchetbird, Call Animal, Fire Gecko, Blessing of the Elements, Dwarf Caiman, Blackjack's Rapier
Recharged: Cauterize,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Light Armors | Weapons | Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
Burying Charm Animal to draw an animal ally.
Varian 12789 |
Varian - CotCT-4B: The Belly of the Beast
Starting Location Base
Starting Respect Points 2
Loot
Will put Arnisant into box and put Salvator Scream into deck
Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
Will display Radovan and Create Mindscape at Cinderlands on turn 1 after SOT
"
Hand: Mind's Eye Blade, Magnetic Grimoire, Eando Kline, Salvator Scream, Rodrick, BotG, The Keep,
Displayed: Radovan, Create Mindscape,
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
Respect: 2 // Varian has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Magnetic Grimoire adds d4 if elmental invoked
Movement: Order for my movement: shrine, reading room, repository, river, dunes
Other: Loot Pref: Bl3/Sp3
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
AAUGHWHY's PFSACG Aric/TRR |
Starting Location: Base
Starting Identity: Aric
Loot: Exchanging Masque for Ausio Carowyn
Starting Respect Points: 1
Hand: Gambeson, Marianix Karn, Dandy Brute, Lookout (Core), Blessing of the Midnight Lord, Blessing of The Vaultmaster, The Forge,
Displayed:
"Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Mask of the Red Raven,
Aric has the following scourges marked:Honor-Tested:"While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
Deck: 13 Discard: 0 Buried: 0
"NOTES:
Available Support: Vaultmaster: +2 dice vs Barriers
Midnight Lord: +2 dice on CON or had Finesse
Other: Respect Points: 1"
Display Gambeson
"
Hand: Marianix Karn, Dandy Brute, Lookout (Core), Blessing of the Midnight Lord, Blessing of The Vaultmaster, The Forge,
Displayed: Gambeson,
Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Mask of the Red Raven,
Aric has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
Deck: 13 Discard: 0 Buried: 0
NOTES:
Available Support: Vaultmaster: +2 dice vs Barriers
Midnight Lord: +2 dice on CON or had Finesse
Other: Respect Points: 1
Middle of Deck (Unknown Order): Cockroach Coat, Quick-Change Mask, Menacing Backsword +1 (Finesse), Rapier (Core, Finesse), Mask of Stolen Mien, Lockpick Shield, Clockwork Spy, Psychic Detective, Hypnotist's Locket, Ausio Carowyn, Blessing of Bastet, Blessing of the Ancients
Recharged: Sharper,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[ ] If a character would fail a check to defeat a monser ([ ] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Heggal - ACG kuey |
Replace Fireblade with Righteousness.
No one's taken Lyrune-Quah Moon Maiden, so I'll take it, replacing Retainer
Respect Points: 1
Start at Base.
"
Hand: Standard Bearer, Lookout, Surgeon, Lyrune-Quah Moon Maiden, Katana +1, Aqueous Orb, The Fiend,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: #2: Base
Hero Points: 3
Tier.XP : 4.1
Respect : 1
Reroll: Yes // Heggal (Life of the Party) has the following scourges marked:Honor-Tested:While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
NOTES:
Available Support: Blessings: Use as needed (The Fiend: willing to banish Lookout for +3d6)
Standard Bearer: +1d4 local Str or Con
Lookout: +1d6 any Perception
Surgeon: heal 1 local
Lyrune-Quah Moon Maiden: display for +1d6 Combat & Fort
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Grappler's Mask, Banner, Chain Mail (Core), Evangelist, Blessing of Cayden Cailean, Augury, Blessing of the Samurai, Righteousness, Blessing of Angradd, Dwarven War Shield, Ruan Mirukova, Cat-o'-Nine-Tails
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
BR Yewstance |
During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 4
Turn: 1, Aric/AAUGHWHY
Monsters
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
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 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 2
Traits:
Undead
Zombie
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Barriers
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Weapons
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 3
Traits:
Finesse
Knife
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 combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 3
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 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
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 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
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 Diplomacy or Stealth check, you may draw this card to add 1d4.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Items
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Allies
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
CotCT
Ally 4
Traits:
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 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Core
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.
Hour Power: On your check against a barrier, the difficulty is increased by 3.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hours Remaining: 29
Hourglass
Master of Masters
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.
Achaekek's Claws
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.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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 Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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 Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 11 Ba: 6 W: 5 Sp: 0 Ar: 0 I: 0 Al: 6 Bl: 1 ?: 1
Located/Displayed Here: (Party Respect: 5), Create Mindscape displayed
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
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
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 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 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
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
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
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.
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Location #2: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Ukuja/Bigguyinblack, Varian/Zalarian, None
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 3
Traits:
Aristocrat
Human
Display. While displayed:
* You may bury to draw a new ally that lists Diplomacy in its check to acquire.
* ? On your check against a story bane, you may bury an ally to add 1d6.
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
CotCT
Supporter 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
AAUGHWHY's PFSACG Aric/TRR |
Hour is The Demon's Lantern: On your check against a barrier, the difficulty is increased by 3
Aric spends some time in Korvosa drumming up support.
[ooc]Explore top 4 cards of base. select and display Cressida. Draw a card: Quick-Change Mask. Recharge Marianix to explore again
Explore top 4 cards; select and Display Amin Jalento.. Draw a card: Ausio Carowyn. Recharge Ausio Carowyn to explore again.
Explore top 4 cards; select and Display Thousand Bones. Draw a card: Mask of Stolen Mien. Recharge Dandy Brute to explore again
Explore top 4 cards; select and display Neolandus. Draw a card: Cockroach Coat. Recharge Lookout to explore again.
Explore top 4 cards; select and display Ishani. Draw a card: Clockwork Spy. Display Clockwork Spy to explore again
Explore top 4 cards; select and display Trinia. Draw a card: Psychic Detective. Discard Psychic Detective to explore again.
Explore top 4 cards; select and display Truthspeaker. Heal a card
Display Cockroach Coat[ooc]
"
Hand: Quick-Change Mask, Mask of Stolen Mien, Blessing of Bastet, Blessing of the Midnight Lord, Blessing of The Vaultmaster, The Forge,
Displayed: Gambeson, Clockwork Spy, Cressida Croft, Amin Jalento, Thousand Bones, Neolandus Kalepopolis, Ishani Dahatri, Trinia Sabor, Truthspeaker Akram, Cockroach Coat,
Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Mask of the Red Raven,
Aric has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
Deck: 11 Discard: 0 Buried: 0
NOTES:
Available Support: Vaultmaster: +2 dice vs Barriers
Midnight Lord: +2 dice on CON or had Finesse
Other: Respect Points: 1
Middle of Deck (Unknown Order): Blessing of the Ancients, Menacing Backsword +1 (Finesse), Lookout (Core), Psychic Detective, Sharper, Dandy Brute, Marianix Karn, Ausio Carowyn, Rapier (Core, Finesse), Lockpick Shield, Hypnotist's Locket
Recharged:
Discard Pile:
Buried Pile:
Strength d6 [ooc]☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[ ] If a character would fail a check to defeat a monser ([ ] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: honor-tested if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested
Location #1: Cinderlands 1-30 (Create Mindscape displayed) remain
Ukuja, Varian - Location #2: Base 1, 4, 8 (Laori, Vencarlo, Keppira remain) remain
Ukuja the sailor |
Master of Masters: When this is the hour: On your check, you may reroll any dice showing 1.
Start of turn place Angelstep in kit to draw Stone Axe +1. Hand Cure to Heggal. Move to Cinderlands and bury Stone Axe +1.
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.
No real chance of getting to 15 starting with 1d6. Banished. Discard Elk to explore.
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.
combat 21 +4 - 4 revealing Wendifisa Spear for survival, aided by Elk, aided by Create Mindscape: 1d10 + 1d12 + 1d6 + 1d4 + 8 ⇒ (10) + (11) + (6) + (3) + 8 = 38
Discard Druid of the Green Faith to draw Elk from discard then explore.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 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.
survival 11 aided by Create Mindscape: 1d10 + 1d4 + 7 ⇒ (6) + (4) + 7 = 17
Discard Elk to explore.
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
diplomacy 9 aided by Create Mindscape: 2d4 + 3 ⇒ (4, 1) + 3 = 8
use hour power to reroll the 1: 1d4 ⇒ 4
Acquired. Discard The Paladin to explore.
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.
dexterity 4 +4 aided by The Paladin: 1d10 + 1d4 + 3 ⇒ (7) + (1) + 3 = 11
Discard Wolverine to explore.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
BYA wisdom check aided by Create Mindscape: 1d10 + 1d4 + 4 ⇒ (4) + (3) + 4 = 11
Everyone must make a Wisdom 6 check or move to Cinderlands. You would still have to bury a card due to scenario power. Remember hour lets you reroll 1s. Pausing turn.
Varian 12789 |
Will recharge Mind's Eye Blade for Urban assistance to add 1d4+1
Wisdom Check DC 6: 1d6 + 1d4 + 1 ⇒ (5) + (1) + 1 = 7 Success
Heggal - ACG kuey |
Out of Turn Updates:
On Ukuja’s turn, encounter Harpy
Reveal Lookout for +1d4+3
Wisdom DC6: 1d8 + 1d4 + 3 ⇒ (2) + (1) + 3 = 6 ==> Success
BR Yewstance |
Mid-turn update for Ukuja.
======================
During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 4
Turn: 2, Ukuja/Bigguyinblack
Monsters
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
CotCT
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Barriers
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Weapons
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 3
Traits:
Finesse
Knife
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 combat check, freely recharge to add 1d12 and the Poison trait. 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.
Spells
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
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 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Allies
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 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 2
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Blessings
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
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.
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: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hour Power: On your check, you may reroll any dice showing 1.
Current Hour:
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.
Hours Remaining: 28
Hourglass
Achaekek's Claws
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.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
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.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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 Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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 Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 10 Ba: 5 W: 4 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 1 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, (Party Respect: 5), Create Mindscape displayed
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
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
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
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.
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Location #2: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Varian/Zalarian, None
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
AAUGHWHY's PFSACG Aric/TRR |
WIS 6: 1d8 + 1 ⇒ (6) + 1 = 7
Ukuja the sailor |
The Harpy's lure fails to be heard over the party happening at the Base and Ukuja is still alone.
combat 10 vs Harpy revealing Wendifisa Spear for Survival: 1d10 + 1d12 + 8 ⇒ (1) + (1) + 8 = 10
Discard Magistrate to explore.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
perception 6 +4 +4 discarding Blessing of Milani: 3d10 + 6 ⇒ (3, 9, 2) + 6 = 20
At end of turn discard Nightspear to heal my allies and blessings: 1d4 + 1 ⇒ (4) + 1 = 5
Hand: Wendifisa Spear, Fire Gecko, Call Animal, Blackjack's Rapier, Blackjack's Daggers, Guide (Core), Blessing of Milani,
Displayed: Leryn, Pygmy Ankylosaur,
Deck: 10 Discard: 2 Buried: 2
"Current Location: Cinderlands
Hero Points: 3
Respect Points 1"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.
Movement: Move me to Repository if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Hatchetbird, Elk, Wolverine, Druid of the Green Faith, Blessing of the Green Faith (2), Blessing of the Green Faith (1), Blessing of the Elements, Magistrate, Dwarf Caiman
Recharged: Cauterize,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Light Armors | Weapons | Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
Cinderlands cards 1 and 2 banished.
Heggal handed Cure.
Varian 12789 |
Out of Turn Updates: None
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 3 - Hourglass Card 1 Varian/Zalarian Achaekek's Claws
Hour Rules: Before acting against a story bane monster, draw 1 card then discard 1 card.
SOT:
Draw #(4) Cards and recharge #(4) Cards
Draw: Blessing of the Starsong, BotSpellbound, Wayfinder#Core,Fly#Core
Recharge: Eando Kline, Rodrick, Fly#Core, BotSpellbound
Give Card: None
Move: Stay at Base
Will discard Salvator to draw Blessing - Hourglass Card 2 Heggal/kuey The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Will then explore to draw Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Will draw card (Ice and Fire) due to location power.
Will then discard Blessing of the starsong to explore and get Laori Vaus
Will draw card (Life Drain) due to location power.
Will display both Keppira and Laori
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
Will recharge Wayfinder to move to the cinderlands and examine top 2 cards
Cinderlands Card 3: Cindermaw
Cinderlands Card 4:Roc
Will discard the Owl to explore this turn. since Cinderlands is wild, all local checks are blessed
Explore: Cinderlands Card 3: Cindermaw
Before acting, since story bane draw a card (Force Missile) and discard a card(Force Missile)
Will reveal Grimoire for BYA checks along with being blessed
Acrobatics Check DC 9: 1d8 + 2 + 1d8 + 1d4 ⇒ (6) + 2 + (3) + (4) = 15 Success
Ukuja Acrobatics Check DC 9: 1d10 + 3 + 1d10 + 1d4 ⇒ (8) + 3 + (3) + (1) = 15 Success
Will use Fire & Ice choosing Cold only (vulnerable), grimoire, blessed by explore, discarding BotG to copy this power:
On any check, discard to bless; if it is against a story bane monster, freely recharge instead. and bless with the Keep and create mindscape
Arcane Check DC 27/47: 1d12 + 4 + 2d8 + 3 + 4 + 1d4 + 1d12 + 1d12 + 1d12 + 1d4 ⇒ (3) + 4 + (5, 1) + 3 + 4 + (4) + (4) + (5) + (2) + (1) = 36 Success but will spend a hero point to reroll
Arcane Check DC 27/47: 1d12 + 4 + 2d8 + 3 + 4 + 1d4 + 1d12 + 1d12 + 1d12 + 1d4 ⇒ (11) + 4 + (2, 5) + 3 + 4 + (4) + (6) + (1) + (10) + (2) = 52 Success and will gain a Respect point and cindermaw is undefeated
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
Varian's hero points are at 0..Can and will use a reward to add hero point to Varian if needed to use supporter power
Varian then talked to the barbarians and they were visibly impressed with encasing the worm in a block of ice before its body grew hotter and hotter melting the ice and slinked away. The elders decided that they will only be convinced when someone cuts themselves out of the worm.
Varian ends his turn.
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded.
Varian recharges spell Ice and Fire and then resets his hand.
The Harrow suit is Hammers.
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Harrow suit blessings are considered AD#
When you move to or from the Base without playing a boon to move, bury a boon.
When you succeed at a check to defeat by 20 or more, gain 1 respect point.
When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead. (Note; if you pass the check and Cindermaw remains undefeated from this power, then you did not "fail a check to defeat" Cindermaw.)
"
Hand: Life Drain#Core, Magnetic Grimoire, Byzantine Lexicon, Spellbook#Core, Blessing of Master of Masters, Fire Snake, Cleric of Nethys,
Displayed: Radovan, Create Mindscape, Keppa D'Bear, Laori Vaus,
Deck: 8 Discard: 5 Buried: 0
Hero Points: 1
Respect: 2 // Varian has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Magnetic Grimoire adds d4 if elmental invoked
Movement: Order for my movement: shrine, reading room, repository, river, dunes
Other: Loot Pref: Bl3/Sp3
Recharged: Mind's Eye Blade, Eando Kline, Rodrick, Fly#Core, BotSpellbound, Wayfinder#Core, BotG, Ice and Fire,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (2)
Notes for Varian: respect point gained, HP used
Notes for Heggal: given cure spell to hold
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: honor-tested if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested
Ukuja, Varian - Location #1: Cinderlands (Create Mindscape Displayed) (random 3-25) remain // 3=Cindermaw, 4=roc
Heggal, Aric - Location #2: Base 2 remain // 2=Vencarlo Orisini
Heggal - ACG kuey |
Out of Turn Updates:
On Ukuja's turn, receive Cure
Turn Order: Aric, Ukuja, Varian, Heggal,
Turn: Turn 3: Orison (Blessing off by one)
Hour Power: Nil
SOT: Nil
Give Card: Nil
Move: Stay at #2: Base
Explore:
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Display Vencarlo Orisini
Recharge: Cure, Aqueous Orb, Standard Bearer
End Turn: Reset hand.
"
Hand: Katana +1, Lookout, Surgeon, Lyrune-Quah Moon Maiden, The Fiend, Augury,
Displayed: Vencarlo Orisini,
Deck: 14 Discard: 0 Buried: 0
Current Location: #2: Base
Hero Points: 3
Tier.XP : 4.1
Respect : 1
Reroll: Yes // Heggal (Life of the Party) has the following scourges marked:Honor-Tested:While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
NOTES:
Available Support: Blessings: Use as needed (The Fiend: willing to banish Lookout for +3d6)
Lookout: +1d6 any Perception
Surgeon: heal 1 local
Lyrune-Quah Moon Maiden: display for +1d6 Combat & Fort
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Blessing of Angradd, Blessing of Cayden Cailean, Righteousness, Cat-o'-Nine-Tails, Dwarven War Shield, Banner, Evangelist, Chain Mail (Core), Blessing of the Samurai, Grappler's Mask, Ruan Mirukova
Recharged: Cure, Aqueous Orb, Standard Bearer,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
AAUGHWHY's PFSACG Aric/TRR |
Hour is Ukuja's Shelyn's Song: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. This is very good to get on my turn!
Start of turn, switch to TRR. Exchange Mask of Stolen Mien with Shadowless Sword.
The Red Raven asks Truthspeaker Akram to remind him of the story of Skurak and the Cindermaw. He gets the feeling that history is going to repeat itself.
After start of turn, use Truthspeaker to examine the Cinderlands. To keep things simple, I'm not going to shuffle form Varian's turn and I'll only list the triggers here
Surprise! There's no triggers! But, we can freely look at what cards are in the location now.
Before setting out to meet Varian and Ukuja at the Cinderlands, The Red Raven asks for some supplies. Bury Neolandus for a diplo ally, Cressida for an Armor, and Amin for a choice of two items. Acquire Skoan-Quah Boneslayer, Grounded Studded Leather, and Drums of Panic. Display Grounded Studded Leather and the Boneslayer
The
Move to Cinderlands, Bury Drums of Panic. End of move step, examine top card of location
Random Card: 1d23 + 2 ⇒ (10) + 2 = 12 On Examine, exchange Shadowless Sword with Mask of Stolen Mien in kit
The Red Raven arrives in the Cinderlands and meets with his Skoan-Quah contact. They come with a gift: a Venomous Hand Crossbow
Stealth 12: 1d10 + 1d6 + 1d4 + 6 ⇒ (5) + (1) + (4) + 6 = 16
The Red Raven accepts the gift and begins his worm hunt. Discard Blessing of Bastet to examine top card of deck and possibly explore
Random Card: 1d23 + 2 ⇒ (16) + 2 = 18
The Red Raven stumbles into a cloud of Dispelling Mist. He tries to find the source and staunch the flow. Recharging Blessing of the Vaultmaster to add 2 dice
DEX 12: 3d10 + 1d6 + 4 ⇒ (5, 2, 2) + (3) + 4 = 16
He finds the area the mist is most concentrated in and makes note to have one of his more magically-inclined teammates figure out a way to get rid of it. For now, he just makes sure to steer clear during his hunt. Discard the Forge to explore again
Random Card: 1d23 + 2 ⇒ (3) + 2 = 5
The Red Raven stumbles upon a Secret Stash. Perhaps Thousand Bones or Truthspeaker Akram placed it here to help them on their quest?
DEX 9: 1d10 + 1d6 + 4 ⇒ (8) + (5) + 4 = 17
Inside is a Shock Kukri and Helm of the Valkyrie. The Red Raven stashes them and continues the hunt. Discard Blessing of the Midnight Lord to explore again
Random Card: 1d23 + 2 ⇒ (3) + 2 = 5
Random Card: 1d23 + 2 ⇒ (22) + 2 = 24
The box also contains a tiny Dream Spider that had made its home inside. The Red Raven tries to communicate his apologies.
WIS 10: 1d8 + 1d4 ⇒ (8) + (4) = 12 Oh! I didn't expect that! Discard it to explore
Random Card: 1d23 + 2 ⇒ (10) + 2 = 12
Random Card: 1d23 + 2 ⇒ (3) + 2 = 5
Random Card: 1d23 + 2 ⇒ (4) + 2 = 6
The Red Raven meets with a Lyrune-Quah Truthspeaker and tries to convince them to provide support, but in a tactful low-key way. Recharge Quick-Change Mask to use my Stealth instead of Diplomacy
Stealth (Diplomacy) 12: 1d10 + 1d6 + 1d4 + 6 ⇒ (4) + (3) + (3) + 6 = 16
The Truthspeaker seems convinced and shares a report about tremors and hotspots in a different part of the cinderlands. The Red Raven starts making his way over. Discard Truthspeaker to explore again
Random Card: 1d23 + 2 ⇒ (17) + 2 = 19
The Red Raven seems to vaguely recall a story of a famed Naval Hero traveling through this part of the Cinderlands. But that was probably just a story.
end of turn Examine top card of location
Random Card: 1d23 + 2 ⇒ (21) + 2 = 23 Might as well encounter it now so we can save Heggal the BA check
The Red Raven spots Varian and Ukuja and cuts through a patch of undergrowth to meet up with them. Suddenly the plants come to life: a Garden Guardian! Ukuja and Varian must make CON/Fort 7 checks or be poisoned. I fail. I think I could Overkill the combat if I get a blessing. For the combat, reveal and recharge Shock Kukri to use Acrobatics +2d6+1d4. Requesting Ukuja's Blessing of Milani to recharge and add a die
Combat 12: 2d10 + 3d6 + 2d4 + 6 ⇒ (9, 3) + (5, 6, 3) + (4, 3) + 6 = 39 Woot! That's +1 respect point for me. I'll save the Mask of Stolen Mien for one of the Animal Monsters so I can get the bonus on Cindermaw.
End of turn, recharge Boneslayer
"
Hand: Venomous Hand Crossbow, Mask of Stolen Mien, Hypnotist's Locket,
Displayed: Gambeson, Clockwork Spy, Grounded Studded Leather, Thousand Bones, Ishani Dahatri, Trinia Sabor, Cockroach Coat,
Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Mask of the Red Raven,
Red Raven has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
Deck: 15 Discard: 6 Buried: 5
NOTES:
Available Support: Trinia: Bury to heal 1 card and/or remove scourge
Thousand Bones: Bury and I spend 1 hero point to return from death
Ishani: Bury to heal each local character 1 card or remove a scourge from each local characterOther: Respect Points: 2
If you fail to defeat the Mammoth or Roc, I will probably avenge
Middle of Deck (Unknown Order): Psychic Detective, Ausio Carowyn, Lockpick Shield, Sharper, Lookout (Core), Marianix Karn, Dandy Brute, Menacing Backsword +1 (Finesse), Blessing of the Ancients, Rapier (Core, Finesse)
Recharged: Quick-Change Mask, Shock Kukri, Skoan-Quah Boneslayer, Helm of the Valkyrie,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
[ooc][ ] You may discard ([ ] or recharge) a card to evade a bane you encounter
[ ] When temporarily closing locations, you may discard a card to temporarily close your location
[ooc]Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (2)
Notes for Varian: respect point gained, HP used
Notes for Heggal: given cure spell to hold
Notes for Ukuja: Recharged Blessing of Milani on TRR's Turn
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: honor-tested if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested
Ukuja, Varian, TRR - Location #1: Cinderlands (Create Mindscape Displayed) (random 3-25) 5, 6, 12, 18, 19, 23, 24 Banished remain // All cards examined/free to view. Order unknown
Heggal, - Location #2: Base - remain
Ukuja the sailor |
Hour is Varian's Irori's Mastery: When this is the hour: On your blessed check, you may reroll any dice showing 1.
UkStart of turn place Blackjack's Daggers into kit and draw Blackjack's Gear. Pass Blackjack's Rapier to Aric.
explore random card ignoring 5, 6, 12, 18, 19, 23, 24: 1d23 + 2 ⇒ (21) + 2 = 23
explore random card ignoring 5, 6, 12, 18, 19, 23, 24: 1d23 + 2 ⇒ (14) + 2 = 16
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
bya Wisdom 7 including Create Mindscape: 1d10 + 1d4 + 4 ⇒ (8) + (1) + 4 = 13
combat 16 revealing Wendifisa Spear for Survival, Revealing Fire Gecko, Revealing Varian's Magnetic Grimoire, aided by Create Mindscape: 1d10 + 1d12 + 3d4 + 8 ⇒ (10) + (9) + (1, 1, 3) + 8 = 32
Cast Call Animal for Elk. Discard Elk to explore.
explore random card ignoring 5, 6, 12, 16, 18, 19, 23, 24: 1d23 + 2 ⇒ (23) + 2 = 25
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
BYA Perception 7 aided by Create Mindscape: 1d10 + 1d4 + 6 ⇒ (5) + (2) + 6 = 13
combat 11 revealing Wendifisa Spear (piercing) for Survival, Revealing Fire Gecko, Revealing Varian's Magnetic Grimoire, aided by Create Mindscape, aided by Elk: 1d10 + 1d12 + 1d6 + 3d4 + 12 ⇒ (6) + (6) + (2) + (1, 2, 4) + 12 = 33
reroll a 6: 1d12 ⇒ 4 Gain 1 respect point.[b]
Discard Guide to explore.
explore random card ignoring 5, 6, 12, 16, 18, 19, 23, 24: 1d20 + 2 ⇒ (19) + 2 = 21
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
combat 17 revealing Wendifisa Spear for survival, aided by Create Mindscape: 1d10 + 1d12 + 1d4 + 8 ⇒ (10) + (6) + (3) + 8 = 27
Ukuja ends their turn. Elk is recharged from discard.
Ukuja attempts to recover all cards in their Recovery pile.
Call Animal: Divine 6: 1d10 + 1d4 + 5 ⇒ (1) + (2) + 5 = 8 -> [b]Call Animal recharged.
Ukuja resets their hand.
Hand: Wendifisa Spear, Fire Gecko, Dwarf Caiman, Blessing of the Green Faith (2), Magistrate, Druid of the Green Faith, Blackjack's Gear,
Displayed: Leryn, Pygmy Ankylosaur,
Deck: 8 Discard: 3 Buried: 2
"Current Location: Cinderlands
Hero Points: 3
Respect Points 2"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
Magistrate: On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Movement: Move me to Repository if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Hatchetbird, Blessing of the Elements, Wolverine, Blessing of the Green Faith (1)
Recharged: Cauterize, Blessing of Milani, Elk, Call Animal,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Light Armors | Weapons | Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
Cinderlands cards 16, 21, and 25 banished.
Aric handed Blackjack's Rapier.
Ukuja the sailor |
Edit: Missed the Garden Guardian check. Autofail and am poisoned. After reset randomly recharge: Wendifisa Spear. Ouch.
Varian 12789 |
Out of Turn Updates: During Aric's Turn, Garden Guardian poison check - will use Fire snake revealing grimoire (or spellbook), create mindscape to auto succeed and then discard spell during recovery
Arcane Check DC 7: 1d12 + 4 + 1d4 + 1d4 ⇒ (5) + 4 + (3) + (4) = 16 Success
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 7 (blessing 1 off) - Hourglass Card 6 Heggal/kuey The Real Rabbit Prince
Hour Rules: At the start of your turn, draw this card.
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
SOT:
Draw #(4) Cards and recharge #(4) Cards
Draw: Mind's Eye Blade, Eando Kline, Rodrick, Fly#Core
Recharge: Rodrick, The Real Rabbit Prince, Mind's Eye Blade, Spellbook#Core
Give Card: Give Magnetic Grimoire to Aric
Move: Stay at Cinderlands
Location Powers: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Random Cinderlands Card ignore 5, 6, 12, 16, 18, 19, 21, 23, 24, 25: 1d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (6) + 2 = 8 Cinderlands Card 8: Guardian Door
Explore: Cinderlands Card 8: Guardian Door
Will reload Radovan to use knowledge along with Create Mindscape to auto succeed
Knowledge Check DC 8+28: 1d12 + 4 + 4 + 1d4 ⇒ (6) + 4 + 4 + (4) = 18 Success
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Will discard cleric to examine next 2 cards and encounter one
Random Cinderlands Card ignore 5, 6, 8, 12, 16, 18, 19, 21, 23, 24, 25: 1d20 + 2 ⇒ (9) + 2 = 111d20 + 2 ⇒ (15) + 2 = 171d20 + 2 ⇒ (13) + 2 = 15 Cinderlands Card 15: Stinging Wasps
Random Cinderlands Card ignore 5, 6, 8, 12, 16, 18, 19, 21, 23, 24, 25: 1d20 + 2 ⇒ (12) + 2 = 141d20 + 2 ⇒ (15) + 2 = 171d20 + 2 ⇒ (15) + 2 = 17 Cinderlands Card 17: Vampiric Mist
Will encounter the mist; burying Eando Kline and difficulty increased by 1d8
Vamipiric Mist difficulty: 1d8 ⇒ 6 DC is 12+6=18
Will use Life Drain and create mindscape and discard Blessing of the Master of Masters to add 2 dice
Arcane Check DC 18/38: 1d12 + 4 + 2d4 + 1d4 + 2d12 ⇒ (1) + 4 + (2, 1) + (3) + (2, 6) = 19 Success
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
1 card is healed (Cleric of Nethys)
Aric will then bury Ishani to heal 1 card for Ukuja, Aric, and Varian; Varian heals (The Owl)
Will then cast Fly to examine Stinging Wasps and move to Base
Varian ends his turn revealing Lexicon.
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded.
Varian recharges spell Life Drain and then resets his hand.
Radovan is displayed after Heggal's SOT
The Harrow suit is Hammers.
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Harrow suit blessings are considered AD#
When you move to or from the Base without playing a boon to move, bury a boon.
When you succeed at a check to defeat by 20 or more, gain 1 respect point.
When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead. (Note; if you pass the check and Cindermaw remains undefeated from this power, then you did not "fail a check to defeat" Cindermaw.)
"
Hand: Ice and Fire, Byzantine Lexicon, Wayfinder#Core, Cleric of Nethys, BotSpellbound, BotG, The Owl,
Displayed: Create Mindscape, Keppa D'Bear, Laori Vaus, Radovan,
Deck: 5 Discard: 7 Buried: 1
Hero Points: 1
Respect: 2
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Magnetic Grimoire adds d4 if elmental invoked
Movement: Order for my movement: shrine, reading room, repository, river, dunes
Other: Loot Pref: Bl3/Sp3
Recharged: Life Drain#Core,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (2)
Notes for Varian: respect point gained, HP used
Notes for Aric: Ishani Buried & healed 1 (or poisoned removed), handed Grimoire
Notes for Ukuja: healed 1 (or poisoned removed)
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: honor-tested if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested
Ukuja, TRR - Location #1: Cinderlands (Create Mindscape Displayed) 15 (Random 3,4,7,8,9,10,11,13,14,20,22) remain // All cards examined/free to view. 15=Stinging Wasps, rest of Order unknown
Heggal, Varian - Location #2: Base - remain