| 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:
[ooc]Keppira D'Bear: Add 1d4 to checks against Undead banes.
Additional Rules: =
THREAT LIST:
Scenario Level (#): 4
Turn: 8, Heggal/kuey
Monsters
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.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
CotCT
Monster 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:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Barriers
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
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 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 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:
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.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 4
Traits:
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 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 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 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 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:
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.
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 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
CotCT
Armor 3
Traits:
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 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* 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 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
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:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Allies
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
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:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Blessings
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hour Power: No effect.
Current Hour:
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hours Remaining: 21
Hourglass
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: 4 Ba: 1 W: 3 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, (Party Respect: 8), Create Mindscape displayed
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
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
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.
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
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 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.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
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
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
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.
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.
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 ?: 0
Located/Displayed Here: Heggal/kuey, Varian/Zalarian, None
| Varian 12789 |
Varian should have been wounded. In order to retcon, will discard a random card (Rodrick) from deck now and instead of healing card (The Owl) will use that to remove wounded scourge and draw a different card (Mind's Eye Blade).
"
Hand: Ice and Fire, Byzantine Lexicon, Wayfinder#Core, Cleric of Nethys, BotSpellbound, BotG, Mind's Eye Blade,
Displayed: Create Mindscape, Keppa D'Bear, Laori Vaus, Radovan,
Deck: 3 Discard: 9 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) 1-11 remain // 1=Stinging Wasps, UNK: Cindermaw, roc, Vicious Scythe, Verminbane Warhammer, The Inquisitor, Acidic Bolas, Will-o'-wisp, Tayce Soldado, Mammoth, Smoke Slayer
Heggal, Varian - Location #2: Base - remain
| Heggal - ACG kuey |
Out of Turn Updates: Nil
Turn Order: Aric, Ukuja, Varian, Heggal,
Turn: Turn 8: Orison
Hour Power: Nil
SOT: Nil
Give Card: Nil
Move: Bury Augury to move to #1: Cinderlands
Explore:
Forgo first exploration to heal Varian 1d4 + 1 ⇒ (4) + 1 = 5, and discard Lookout.
Decided not to rush since we still have many turns left.
End Turn: Reset hand. Drew Chain Mail (Core), which will be displayed at SOT on Aric's turn.
"
Hand: Katana +1, Surgeon, Lyrune-Quah Moon Maiden, The Fiend, Blessing of Angradd,
Displayed: Vencarlo Orisini, Chain Mail (Core),
Deck: 12 Discard: 1 Buried: 1
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
Surgeon: heal 1 local
Lyrune-Quah Moon Maiden: display for +1d6 Combat & Fort
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Righteousness, Dwarven War Shield, Blessing of Cayden Cailean, Grappler's Mask, Banner, Evangelist, Ruan Mirukova, Cat-o'-Nine-Tails, Blessing of the Samurai
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.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (8)
Notes for Varian: respect point gained, HP used; Heggal healed for 5
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 and wounded if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested
Ukuja, TRR, Heggal, - Location #1: Cinderlands (Create Mindscape Displayed) 1-11 remain // 1=Stinging Wasps, UNK: Cindermaw, roc, Vicious Scythe, Verminbane Warhammer, The Inquisitor, Acidic Bolas, Will-o'-wisp, Tayce Soldado, Mammoth, Smoke Slayer
Varian - Location #2: Base - remain
| AAUGHWHY's PFSACG Aric/TRR |
Off turn, Bury Ishani. I remove Poisoned. Also, receive Varian's Magnetic Grimoire
Hour is Benefaction: No Effect
A swarm of Card 1: Stinging Wasps engulfs The Red Raven and his team! Since we're not super sure of where Heggal and Varian are, I'll spoiler the check vs the wasps and the rest of my turn
Acrobatics 11: 1d10 + 1d4 + 6 ⇒ (3) + (4) + 6 = 13
End of turn, examine top card of location: Verminbane Warhammer. Switch to Aric. Exchange Hypnotist's Locket with Mask of TRR
The Red Raven uses the chaos of the wasp swarm to take off his mask and makes a mental note to look for a more breathable material for his costume.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (8)
"Notes for Varian: respect point gained, HP used; Heggal healed for 5
Notes for Aric:
Notes for Ukuja:
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: honor-tested and wounded if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested"
Ukuja, Aric, Heggal? - Location #1: Cinderlands (Create Mindscape Displayed) 1-11 remain // 2=Verminbane Warhammer, UNK: Cindermaw, roc, Vicious Scythe, The Inquisitor, Acidic Bolas, Will-o'-wisp, Tayce Soldado, Mammoth, Smoke Slayer
Varian? - Location #2: Base - remain
"
Hand: Venomous Hand Crossbow, Magnetic Grimoire, Mask of Stolen Mien, Mask of the Red Raven, Blessing of the Ancients, Lockpick Shield,
Displayed: Gambeson, Clockwork Spy, Grounded Studded Leather, Thousand Bones, Ishani Dahatri, Trinia Sabor, Cockroach Coat,
Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Hypnotist's Locket,
Deck: 12 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
Ancients: +1 dice to check. Recharge if hour is #0
Grimoire: Reveal for +1d4 on local check that invokes Acid, Fire, Poison, Cold, ElectricityOther: Respect Points: 2
If you fail to defeat the Mammoth or Roc, I will probably avenge
Middle of Deck (Unknown Order): Dandy Brute, Lookout (Core), Menacing Backsword +1 (Finesse), Psychic Detective, Rapier (Core, Finesse), Ausio Carowyn, Marianix Karn, Sharper
Recharged: Quick-Change Mask, Shock Kukri, Skoan-Quah Boneslayer, Helm of the Valkyrie,
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
| Ukuja the sailor |
Incitation: When this is the hour: No effect.
Retrieve Angelstep from kit, Place Blackjack's Gear into kit.
Angelstep curing Aric: 1d4 + 1 ⇒ (1) + 1 = 2
Ukuja ends their turn.
Ukuja attempts to recover all cards in their Recovery pile.
Angelstep: Survival 9: 1d10 + 1d4 + 7 ⇒ (3) + (3) + 7 = 13 -> Angelstep recharged.
Ukuja resets their hand.
Hand: Blessing of the Green Faith (1), Fire Gecko, Dwarf Caiman, Blessing of the Green Faith (2), Magistrate, Druid of the Green Faith, Hatchetbird,
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): Blessing of the Elements, Wolverine
Recharged: Cauterize, Blessing of Milani, Elk, Call Animal, Wendifisa Spear, Angelstep,
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.
Aric/RR healed for 2.
| Varian 12789 |
Out of Turn Updates: Heggal healed Varian for 5 but in order to do that he would have not moved to Cinderlands and is still at base and did not bury Augury and did not draw chainmail
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 11 - Hourglass Card 3 Varian/Zalarian
The Mute Hag
Hour Rules: At the start of your turn, summon and encounter a spell.
SOT:
Will recharge Mind's Eye Blade for Urban assistance to add 1d4+1
Arcane Check DC 11: 1d12 + 4 + 1d4 + 1 ⇒ (3) + 4 + (3) + 1 = 11 Success
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.
Draw #(4) Cards and recharge #(4) Cards
Draw: The Real Rabbit Prince, Force Missile#Core, Rodrick, Blessing of Master of Masters
Recharge: Force Missile#Core, The Real Rabbit Prince, Acid Rain, BotSpellbound
Give Card: None
Move: Stay at Base
Will discard Rodrick to draw fly spell and then cast to have Heggal move to Cinderlands
"See if you can grab that weapon and save the divinations to look for Cindermaw!"
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 Fly and then resets his hand.
Laori-After you discard cards as damage, you may draw a card.
Keppira D'Bear Displayed: Add 1d4 to
checks against Undead banes
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, Life Drain#Core, Byzantine Lexicon, Wayfinder#Core, Cleric of Nethys, Salvator Scream, BotG, Blessing of Master of Masters,
Displayed: Create Mindscape, Keppa D'Bear, Laori Vaus, Radovan,
Deck: 8 Discard: 4 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: Mind's Eye Blade, Force Missile#Core, The Real Rabbit Prince, Acid Rain, BotSpellbound, 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 (8)
"Notes for Varian: respect point gained, HP used; Heggal healed for 5
Notes for Heggal: Moved to Cinderlands
Notes for Aric:
Notes for Ukuja:
Random Card(s) Used: Spell 1
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: honor-tested and wounded if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested"
Ukuja, Aric, Heggal - Location #1: Cinderlands (Create Mindscape Displayed) 2-11 remain // 2=Verminbane Warhammer, UNK: Cindermaw, roc, Vicious Scythe, The Inquisitor, Acidic Bolas, Will-o'-wisp, Tayce Soldado, Mammoth, Smoke Slayer
Varian - Location #2: Base - remain
| Heggal - ACG kuey |
Slight retcon from previous turn. Did not bury Augury and did not draw nor display Chain Mail (Core)
"
Hand: Katana +1, Augury, Surgeon, Lyrune-Quah Moon Maiden, The Fiend, Blessing of Angradd,
Displayed: Vencarlo Orisini,
Deck: 13 Discard: 1 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
Surgeon: heal 1 local
Lyrune-Quah Moon Maiden: display for +1d6 Combat & Fort
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Evangelist, Dwarven War Shield, Blessing of Cayden Cailean, Grappler's Mask, Blessing of the Samurai, Banner, Cat-o'-Nine-Tails, Righteousness, Ruan Mirukova, Chain Mail (Core)
Recharged: Cure, Aqueous Orb, Standard Bearer,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 [ooc]☐ +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.
| Heggal - ACG kuey |
Out of Turn Updates:
On Varian's turn, moved to #1: Cinderlands
Turn Order: Aric, Ukuja, Varian, Heggal,
Turn: Turn 12: The Healing Light
Hour Power: Characters cannot suffer scourges.
SOT: Nil
Give Card: Nil
Move: Stay at #1: Cinderlands
Explore:
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.
Reveal Surgeon for 1d4+3
Melee DC14: 1d8 + 5 + 1d4 + 3 ⇒ (4) + 5 + (2) + 3 = 14 ==> Acquired
Put Augury into Recovery, select Monsters, and examine top 3 cards,
#3: Smoke Slayer
#4: Will-o'-wisp
#5: The Inquisitor
Put #4 & #3 at bottom, and shuffle the rest.
Recharge Surgeon to heal self 1 ==> heal Lookout. mainly to shuffle my hand
End Turn:
Recovery
Reveal Lyrune-Quah Moon Maiden for 1d4+3.
Augury, Divine DC8: 1d8 + 2 + 1d4 + 3 ⇒ (4) + 2 + (2) + 3 = 11 ==> Recharged
Reset hand.
"
Hand: Katana +1, Verminbane Warhammer, Lyrune-Quah Moon Maiden, The Fiend, Blessing of Angradd, Lookout,
Displayed: Vencarlo Orisini,
Deck: 15 Discard: 0 Buried: 0
Current Location: #1: Cinderlands
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 (Can banish Lookout to use The Fiend)
Surgeon: heal 1 local
Lyrune-Quah Moon Maiden: display for +1d6 Combat & Fort
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Chain Mail (Core), Cat-o'-Nine-Tails, Grappler's Mask, Righteousness, Ruan Mirukova, Banner, Blessing of the Samurai, Aqueous Orb, Dwarven War Shield, Cure, Blessing of Cayden Cailean, Standard Bearer, Evangelist
Recharged: Surgeon, Augury,
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 (8)
"Notes for Varian: respect point gained, HP used; Heggal healed for 5
Notes for Heggal: Moved to Cinderlands
Notes for Aric:
Notes for Ukuja:
Random Card(s) Used: Spell 1
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: honor-tested and wounded if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested"
Ukuja, Aric, Heggal - Location #1: Cinderlands (Create Mindscape Displayed) (random 5-11),4,3 remain // 3=Smoke Slayer, 4=Will-o'-wisp | UNK: Cindermaw, roc, Vicious Scythe, The Inquisitor, Acidic Bolas, Tayce Soldado, Mammoth
Varian - Location #2: Base - 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:
[ooc]Keppira D'Bear: Add 1d4 to checks against Undead banes.
Additional Rules: =
THREAT LIST:
Scenario Level (#): 4
Turn: 13, Aric/AAUGHWHY
Monsters
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 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
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.
Barriers
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Core
Barrier 1
Traits:
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.
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.
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.
Weapons
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.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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:
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.
Spells
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
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.
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.
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.
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 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
CotCT
Armor 3
Traits:
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:
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 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.
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
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Allies
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
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.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
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.
Hour Power: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
Current Hour:
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.
Hours Remaining: 16
Hourglass
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: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Ukuja/Bigguyinblack, (Party Respect: 8), Create Mindscape displayed
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.
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
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 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.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
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
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
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.
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.
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 ?: 0
Located/Displayed Here: Varian/Zalarian, None
| AAUGHWHY's PFSACG Aric/TRR |
Hour is Grandmother Nightmare: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
Start of turn, hand off Magnetic Grimoire to Heggal
Start of turn, switch to TRR. Exchange Mask of TRR with Captain's Cutlass in kit
Examine top card of the location: Smoke Slayer, which should have gotten moved to the bottom with Heggal's Augury. Next card is: Will o Wisp, which also got moved to the bottom (probably just hit the wrong button). Third Card is The Inquisitor. On examine, switch back to Aric, exchange Captain's Cutlass for Mask of TRR in kit
Somewhere in Korvosa, someone is using the harrow to try to divine the identities of The Red Raven and Aric. The harrower flips over Card 3: The Inquisitor
Diplomacy 8: 1d10 + 6 ⇒ (9) + 6 = 15
Aric sees a Card 4: Vicious Scythe embedded in the ground. He doesn't know how to use it effectively so he leaves it be. Discard Blessing of the Ancients to examine then explore.
Suddenly, the ground begins to quake as a stampede of Card 5: Mammoths rages across the Cinderlands! Aric takes advantage of the commotion to suit up! Discard the Inquisitor to explore again. Recharge Mask of TRR to change to TRR. Everyone local takes 1 combat damage from the Mammoth Reveal my Burglar's Buckler to reduce my damage to 0. Reveal Venomous Hand Crossbow to use Stealth+1d6+1.
Combat 18: 1d10 + 1d6 + 1d4 + 7 ⇒ (6) + (5) + (2) + 7 = 20
As The Red Raven shoots at the stampede to divert it away from him, his mask changes, growing wider and elongating the nasal area. Display Mask of Stolen Mien and the mammoth. Relevant trait is Animal
End of turn, examine top card of location: Acidic Bolas. Switch back to Aric
"
Hand: Venomous Hand Crossbow, Dandy Brute, Ausio Carowyn, Marianix Karn, Menacing Backsword +1 (Finesse), Lockpick Shield,
Displayed: Gambeson, Clockwork Spy, Grounded Studded Leather, Thousand Bones, Mask of Stolen Mien, Trinia Sabor, Cockroach Coat,
Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Hypnotist's Locket,
Deck: 9 Discard: 7 Buried: 6
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
Ausio: Bury for +2d12 on local check to acquire
Grimoire: Reveal for +1d4 on local check that invokes Acid, Fire, Poison, Cold, ElectricityOther: Respect Points: 2
If you fail to defeat the Mammoth or Roc, I will probably avenge
Middle of Deck (Unknown Order): Sharper, Rapier (Core, Finesse), Psychic Detective, Lookout (Core)
Recharged: Quick-Change Mask, Shock Kukri, Skoan-Quah Boneslayer, Helm of the Valkyrie, Mask of the Red Raven,
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 (13)
"Notes for Varian: respect point gained, HP used; Heggal healed for 5
Notes for Heggal: Moved to Cinderlands
Notes for Aric:
Notes for Ukuja:
Random Card(s) Used: Spell 1
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: honor-tested and wounded if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested"
Ukuja, Aric, Heggal - Location #1: Cinderlands (Create Mindscape Displayed) 6-9, 1, 2 remain // 6= Acidic Bolas, Smoke Slayer, Will-o'-wisp, Cindermaw, roc, Tayce Soldado,
Varian - Location #2: Base - remain
| Ukuja the sailor |
During Aric's turn Pygmy Ankylosaur prevents 1 combat damage. Desna's Freedom: When this is the hour: On each check, the first blessing played to bless may be played freely.
Draw Hatchet from kit. Place Magistrate into kit.
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.
ranged 13 aided by Magnetic Grimoire: 1d10 + 1d4 + 2 ⇒ (10) + (3) + 2 = 15
Discard Dwarf Caiman to explore.
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.
diplomacy 9 aided by Create Mindscape: 2d4 + 3 ⇒ (1, 1) + 3 = 5
Discard Druid of the Green Faith to draw Dwarf Caiman from discard pile and explore.
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.
combat 19 revealing Hatchet for Survival, aided by Create Mindscape, freely recharge Hatchet, reveal Fire Gecko, aided by Magnetic Grimoire: 1d10 + 2d6 + 3d4 + 7 ⇒ (3) + (1, 6) + (3, 4, 4) + 7 = 28
Hand: Blessing of the Green Faith (1), Fire Gecko, Hatchetbird, Blessing of the Green Faith (2), Acidic Bolas, Dwarf Caiman, Wolverine,
Displayed: Leryn, Pygmy Ankylosaur,
Deck: 8 Discard: 4 Buried: 2
"Current Location: Cinderlands
Hero Points: 3
Respect Points 2"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
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): Blessing of the Elements
Recharged: Cauterize, Blessing of Milani, Elk, Call Animal, Wendifisa Spear, Angelstep, Hatchet,
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 card 6 acquired.
Cinderlands cards 7 and 8 banished.
| Varian 12789 |
Out of Turn Updates: None
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 15 - Hourglass Card 2 Varian/Zalarian The Tangled Briar
Hour Rules: When you close your location, instead of banishing its cards, shuffle them into a random other location.
SOT:
Draw #(4) Cards and recharge #(4) Cards
Draw: Spellbook#Core, Fire Snake, Mind's Eye Blade, Force Missile#Core
Recharge: Byzantine Lexicon, Life Drain#Core, Spellbook#Core, Mind's Eye Blade
Give Card: None
Move: Stay at Base
Varian ends his turn discarding Force Missile.
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
Varian recharges spell Force Missile and then resets his hand.
Laori-After you discard cards as damage, you may draw a card.
Keppira D'Bear Displayed: Add 1d4 to
checks against Undead banes
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, Fire Snake, Force Missile#Core, Wayfinder#Core, Cleric of Nethys, Salvator Scream, BotG, Blessing of Master of Masters,
Displayed: Create Mindscape, Keppa D'Bear, Laori Vaus, Radovan,
Deck: 8 Discard: 4 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: The Real Rabbit Prince, Acid Rain, BotSpellbound, Fly#Core, Byzantine Lexicon, Life Drain#Core, Spellbook#Core, Mind's Eye Blade,
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 (13)
"Notes for Varian: respect point gained, HP used
Notes for Heggal: 1 combat damage from Mammoth
Notes for Aric:
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: honor-tested and wounded if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested"
Ukuja, Aric, Heggal - Location #1: Cinderlands (Create Mindscape Displayed) 9, 1, 2 remain // 1=Smoke Slayer, 2=Will-o'-wisp, 9=Cindermaw
Varian - Location #2: Base - remain
| Heggal - ACG kuey |
Out of Turn Updates:
On Arics's turn, take 1 combat damage from mammoth ==> Discard Katana +1
Turn Order: Aric, Ukuja, Varian, Heggal,
Turn: Turn 16: The Trumpet
Hour Power: Ignore cards' before acting powers.
SOT: Nil
Give Card: Nil
Move: Stay at #1: Cinderlands
Explore:
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.
BYA: Hour Power to ignore (Not sure if it's for everybody or just for me.
Reveal Lookout for +1d4+3
Acrobatics DC12: 1d4 + 1d4 + 3 ⇒ (4) + (2) + 3 = 9 ==> Failed. Suffer Honor-tested and Wounded
3 Combat Damage ==> Discard Verminbane Warhammer, Lookout, Blessing of Angradd
Cindermaw shuffled into deck.
Discard The Fiend to explore again.
Played Harrow so draw Verminbane Warhammer from discard
Which card? 1,2,9: 1d3 ⇒ 3 ==> #9 Cindermaw!
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.
BYA: Hour Power to ignore
Honor-tested: Encounter Monster, so discard Verminbane Warhammer for +3
Reveal Lyrune-Quah Moon Maiden for +1d4+3. Scenario power +1d4
Strength DC12: 1d8 + 3 + 1d4 + 3 + 1d4 + 3 ⇒ (7) + 3 + (1) + 3 + (2) + 3 = 19 ==> Defeated
We win?
| BR Yewstance |
That's a win! Don't forget to update your own Respect Point tallies from Honor Tested!
And yes; everyone gets to ignore the BA, for the record.
COMPLETED SCENARIO 4B: THE BELLY OF THE BEAST
TIER PROGRESSION:
All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
Party -> Tier 4, 2XP
SCENARIO REWARD:
DEVELOPMENT:
“The legend of Skurak is reborn!” Truthspeaker Akram shouts. As you clean the worm guts from your clothing, the great beast Cindermaw slinks beneath the Cinderlands to nurse its wounds. The Skull Clan Boneslayers cheer from the rocky heights, for you have outdone even them today.
"Now you go there," says your Boneslayer guide, pointing out the path to Sklar-Quah territory. You must enter the village of Flameford on your own.
"You do not go there," says a young warrior leading a band of thundercallers. "Tell me, Truthspeaker, why you harbor trespassers?"
"Hold fast, Krojun Eats-What-He-Kills," says Akram, "and hear what outlanders can do when of a respectful mind." Akram then speaks loud and long of your great heroism.
"Hrmph," Krojun says. "My people have not followed in Skurak's footsteps for some time. I do not trust these words. You must prove yourselves in the Trial of the Totem."
"Now you go there," says your Boneslayer guide to Heggal directly, after acknowledging the great feats of the party, pointing out the path to Sklar-Quah territory. You must enter the village of Flameford on your own.
"You do not go there," asserts a young warrior, approaching with a band of thundercallers in tow and looking with disdain upon the group. "Tell me, Truthspeaker, why you harbor trespassers?"
"Hold fast, Krojun Eats-What-He-Kills," says Akram, "and hear what outlanders can do when of a respectful mind." Akram then speaks loud and long of your great heroism.
"Hrmph," Krojun says, staring at the diminutive - and bloodstained - Heggal. "My people have not followed in Skurak's footsteps for some time. I do not trust these words. You must prove yourselves in the Trial of the Totem."
ACQUIRED CARDS:
Magistrate (Ally 2)
Dream Spider (Ally 3)
Wolverine (Ally 3)
Lyrune-quah Truthspeaker (Ally 4)
Skoan-quah Boneslayer (Ally 4)
Nightspear (Ally 4)
Grounded Studded Leather (Armor 2)
Helm of the Valkyrie (Armor 2)
The Inquisitor (Blessing 1)
The Real Rabbit Prince (Blessing 1)
The Owl (Blessing 1)
Drums of Panic (Item 3)
Acid Rain (Spell 4)
Venomous Hand Crossbow (Weapon 2)
Shock Kukri (Weapon 3)
Acidic Bolas (Weapon 3)
Verminbane Warhammer (Weapon 4)
| BR Yewstance |
This is another 2-part scenario; there won't be more flavor text until two scenarios have been completed.
SCENARIO 4C: FLAMEFORD UNDER FIRE
The Sun Shaman motions to a mesa that is repeatedly struck by lightning despite nary a cloud in the sky. "That is Bolt Rock. You must carry a sun totem up the rock and keep it upright for one full day. Then, and only then, we will share our knowledge with you. There are the sun totems." He points at a display of 10-foot-tall claw pylons, each end of which is rounded so it cannot stand upright on its own. As you consider this, you realize that a crossbow is pointed directly at your heart.
"Well, isn't this quaint," says a gray-haired man dressed in leathers and a cowstalker hat. "Korvosans and Shoanti scum making nice-nice. Boys, how 'bout we show 'em what we think of that."
SETUP:
LOCATIONS:
1 - CINDERLANDS
2 - CLIFF
3 - CAMPSITE
4 - THICKET
THREAT LIST:
DURING THIS SCENARIO:
| BR Yewstance |
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: 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: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die. Discard to explore.
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 |
IMPORTANT NOTE: I am no longer explicitly removing Loot cards from the vault when building locations.
If you examine or encounter a boon with the "Loot" or "Respect" trait, check the Loot Spreadsheet to see if it's already been claimed by a party member. If it has, please instantly replace it with a random boon of the same type.
This change is in the interest of shaving off some headache during scenario setup (especially given how cluttered the "Working Area" becomes during scenario construction, which I have to navigate several times). However, If there is a request for me to continue to do so, I will resume it.
=======================================
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 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Core
Monster 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 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:
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 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.
Barriers
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
CotCT
Barrier 2
Traits:
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 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 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
CotCT
Barrier 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.
Weapons
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
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.
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.
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
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
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:
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.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
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:
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.
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 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:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
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.
Items
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* 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 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Allies
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
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
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
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 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
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 against a monster, add 1.
Damage suffered from monsters is increased by 1.
Current Hour:
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hours Remaining: 29
Hourglass
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cayden Cailean's Revelry
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.
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.
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.
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.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Hidden Truth
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.
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 Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
The 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.
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.
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.
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.
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 Father of Creation
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
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.
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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.
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.
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 Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
The 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.
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.
Siege Deck
M: 14 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 9
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.
Cryptic Message
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.
Mammoth
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
Symbol of Insanity
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.
Gray Maiden Footsoldier
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.
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Bogeyman
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.
Henchman Proxy A3
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.
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.
Dire Lion
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.
Wall of Lightning
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.
Landshark
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Ghost
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.
Enormous Reefclaw
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.
Bloodbug Swarm
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Chimera
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.
Azer
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.
Cinderlander
CotCT
Story Bane 4
Type: Monster
Traits:
Human
Ranger
To Defeat:
Combat 17
THEN Combat 17
OR Charisma
Diplomacy 9
Immune to Respect.
Before acting, a random character suffers 1d4 Ranged Combat damage.
Henchman Proxy B1
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.
Henchman Proxy B4
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.
Ash Giant
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Emperor Cobra
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Guardian Zombie
CotCT
Monster 2
Traits:
Undead
Zombie
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Captive Horror
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.
Henchman Proxy A2
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.
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #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: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Aric/AAUGHWHY, None
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.
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
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Location #2: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Heggal/kuey, None
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
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.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Location #3: Campsite
Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Varian/Zalarian, None
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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.
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.
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
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Location #4: Thicket
Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Ukuja/Bigguyinblack, None
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
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
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
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.
| Varian 12789 |
Varian - CotCT-4C: Flameford under Fire
Starting Location Campsite
Starting Respect Points 3
Loot
Will put Wayfinder into box and put Zellara's Harrow Deck into deck
Will put Eando Kline into box and put Salvator Scream into deck
Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
Will display Radovan on turn 1 after SOT
"
Hand: Mind's Eye Blade, BotSpellbound, Life Drain#Core, Force Missile#Core, Blessing of the Starsong, BotG, Ice and Fire, Blessing of Master of Masters, The Keep,
Displayed: Radovan,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
Respect: 3
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).
Force Missile can add 2d4 and force to any combat
Movement: Order for my movement: N/A
Other: Loot Pref: Bl3/Sp4
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.
| Ukuja the sailor |
Replacing Javelin with loot Guide. Replacing Blackjack's Daggers with Returning Totem Spear. Replacing Arboreal Armor with Shoanti Barbarian Hide. Cohorts will be Leryn and Pygmy Ankylosaur. Favored card will be weapon. Starting location Thicket.
Hand: Angelstep, Blessing of Milani, Hatchet, Dwarf Caiman, Cauterize, Aspect of the Bull, Druid of the Green Faith,
Displayed: Leryn, Pygmy Ankylosaur,
Deck: 16 Discard: 0 Buried: 0
"Current Location: Thicket
Hero Points: 3
Respect Points 2"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
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): Elk, Blessing of the Green Faith (2), Blessing of the Elements, Call Animal, Stone Axe +1, Fire Gecko, Blackjack's Gear, Returning Totem Spear, Hatchetbird, The Paladin, Shoanti Barbarian Hide, Blackjack's Rapier, Guide (Core), Cure, Wendifisa Spear
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: Blackjack's Rapier, Stone Axe +1, Call Animal. Place Angelstep, Blackjack's Rapier, and Hatchet into kit. Draw a card: Hatchetbird and recharge Cauterize. At the start of Aric/RR's turn cast Call Animal for Fire Gecko and display cohorts and Aspect of the Bull. Auto recover Call Animal.
Hand: Stone Axe +1, Hatchetbird, Fire Gecko, Dwarf Caiman, Druid of the Green Faith, Blessing of Milani,
Displayed: Leryn, Pygmy Ankylosaur, Aspect of the Bull,
Deck: 13 Discard: 0 Buried: 0
"Current Location: Thicket
Hero Points: 3
Respect Points 2"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.
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 Elements, Wendifisa Spear, Blessing of the Green Faith (2), Guide (Core), The Paladin, Shoanti Barbarian Hide, Returning Totem Spear, Blackjack's Gear, Elk, Cure
Recharged: Cauterize, 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.
| AAUGHWHY's PFSACG Aric/TRR |
Starting Location: Cinderlands
Starting Identity: Aric
Loot: Exchanging Masque for Ausio Carowyn. Exchanging Hypnotist's Locket (Unless Heggal wants it; he's the only one of us that constantly has Melee)
Starting Respect Points: 2
"
Hand: Lockpick Shield, Mask of the Red Raven, Dandy Brute, Blessing of Bastet, Blessing of The Vaultmaster, Blessing of the Midnight Lord,
Displayed:
Kit: Mask of Stolen Mien, Menacing Backsword +1 (Finesse), Lookout (Core),
Deck: 14 Discard: 0 Buried: 0
NOTES:
Available Support: Bastet: Recharge to reroll 1 die on local check; bury to reroll all
Vaultmaster: +2 dice vs Barriers
Midnight Lord: +2 dice on CON or has Finesse
Other: Respect Points: 2
Middle of Deck (Unknown Order): Shadowless Sword (Finesse), Blessing of the Ancients, Quick-Change Mask, Clockwork Spy, Cockroach Coat, Ausio Carowyn, Psychic Detective, Hypnotist's Locket, Gambeson, Rapier (Core, Finesse), Evangelist, Marianix Karn, Captain's Cutlass (Finesse)
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 |
Start at #2: Cliff
Replace:
- Sage with Ruan Mirukova
- Retainer with Lyrune-Quah Moon Maiden
- Lookout with Lyrune-Quah Truthspeaker
"
Hand: Pillaging Mace, Augury, Righteousness, Grappler's Mask, Lyrune-Quah Truthspeaker, Blessing of Cayden Cailean, The Bear,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: #2: Cliff
Hero Points: 3
Tier.XP : 4.2
Respect : 2
Reroll: Yes
NOTES:
Available Support: Blessings: Use as needed
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Ruan Mirukova, Evangelist, Blessing of Angradd, Blessing of the Samurai, Chain Mail (Core), Dwarven War Shield, Lyrune-Quah Moon Maiden, Katana +1, Banner, Standard Bearer, Aqueous Orb, Lookout, 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.
| AAUGHWHY's PFSACG Aric/TRR |
I didn't put my Harrrow into my deck. I should also have the Fiend in my hand
Hour is Lamashtu's Madness: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
Aric takes advantage of all the chaos after the ambush to suit up. He's sees a lot of fighting in the very near future
Start of turn, Switch to TRR. Exchange Mask of TRR with Menacing Backsword +1 in kit.
End of Move step, examine top card of Siege Deck. Find Ashwing Gargoyle. I'll encounter it.
As The Red Raven goes to regroup with the rest of his team, he's ambushed by an Card 1: Ashwing Gargoyle! The gargoyle slashes him across the arm. The wound is large but not very deep; it won't kill him immediately, but he'll need some first aid sooner rather than later. The Red Raven draws his sword to fight! BA, suffer Wounded. For the combat, reveal Menacing Backsword +1 for Melee+1d6+1. Weapon Finesse gives me Melee: DEX+3. Recharge Dandy Brute to add 1d6. Recharge Blessing of the Midnight Lord to add 2 dice
Combat 23: 3d10 + 2d6 + 9 ⇒ (3, 3, 3) + (4, 3) + 9 = 25
The Red Raven is able to get a few good hits in before the gargoyle flees, no doubt to alert more of its kin. Before it leaves, the gargoyle turns to The Red Raven and mutters some sort of Card 2: Cryptic Message. The Red Raven doesn't really have time to sit down and try to figure out what it means. Discard The Fiend to explore again. Auto-Fail Cryptic Message. Banish it
The ground quakes as another Card 3: Mammoth stampede crashes through the Cinderlands. What's riling the herds up so much? The Red Raven draws his blade just in case one of the mammoths starts barreling towards him. Discard Blessing of Bastet to examine then explore again. Reveal Lockpick Shield to reduce BA damage to 0. Reveal Menacing Backsword +1 to use Melee+1d6+1 on the combat. Weapon Finesse gives me Melee: DEX+3. Requesting Varian's BOTG to add 2 dice.
Combat 18: 3d10 + 1d6 + 9 ⇒ (5, 2, 3) + (1) + 9 = 20
The Red Raven diverts the mammoths away from him. He finds himself much more tired than he expected to be.
End of turn, examine top card of location: Symbol of Insanity. Switch back to Aric. Exchange Menacing Backsword with Mask of TRR in kit.
"
Hand: Lockpick Shield, Mask of the Red Raven, Quick-Change Mask, Gambeson, Blessing of The Vaultmaster, Cockroach Coat,
Displayed:
Kit: Mask of Stolen Mien, Menacing Backsword +1 (Finesse), Lookout (Core),
Deck: 14 Discard: 2 Buried: 0
NOTES:
Available Support: Vaultmaster: +2 dice vs BarriersOther: Respect Points: 2
Middle of Deck (Unknown Order): Captain's Cutlass (Finesse), Psychic Detective, Ausio Carowyn, Shadowless Sword (Finesse), Evangelist, Blessing of the Ancients, Hypnotist's Locket, Rapier (Core, Finesse), Clockwork Spy, Marianix Karn, Red War Paint
Recharged: Sharper, Blessing of the Midnight Lord, Dandy Brute,
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
Display Gambeson and Cockroach Coat
"
Hand: Lockpick Shield, Mask of the Red Raven, Quick-Change Mask, Blessing of The Vaultmaster,
Displayed: Cockroach Coat, Gambeson,
Kit: Mask of Stolen Mien, Menacing Backsword +1 (Finesse), Lookout (Core),
Aric has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck: 14 Discard: 2 Buried: 0
NOTES:
Available Support: Vaultmaster: +2 dice vs BarriersOther: Respect Points: 2
Middle of Deck (Unknown Order): Blessing of the Ancients, Marianix Karn, Shadowless Sword (Finesse), Hypnotist's Locket, Clockwork Spy, Evangelist, Red War Paint, Psychic Detective, Ausio Carowyn, Captain's Cutlass (Finesse), Rapier (Core, Finesse)
Recharged: Sharper, Blessing of the Midnight Lord, Dandy Brute,
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 (13)
"Notes for Varian: Used BOTG on Aric's Turn
Notes for Aric:
Additional Info 1: defeat by 20 for respect
Additional Info 2: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead."
Siege 4-28 remain // 4=Symbol of Insanity
Aric - 1 - CINDERLANDS - remain
Heggal - 2 - CLIFF
Varian - 3 - CAMPSITE
Ukuja - 4 - THICKET
| Ukuja the sailor |
Oops. Forgot my harrow as well. Prayer: When this is the hour: No effect. Can't fail Thicket start of turn effect.
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.
Divine 12 aided by Aspect of the Bull.: 2d10 + 5 ⇒ (10, 5) + 5 = 20
Discard Hatchetbird to move to Cinderlands and explore.
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.
Cinderlands isn't an urban location so replacing it with Random monster #1.
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.
Not my first exploration this turn so no BYA.
combat 15 revealing stone axe +1 for survival, aided by Hatchetbird, revealing Fire Gecko: 1d10 + 2d6 + 1d4 + 8 ⇒ (3) + (2, 1) + (2) + 8 = 16
Discard Druid of the Green Faith to draw Hatchetbird from my discards and explore.
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
combat 13 +2 revealing stone axe +1 for survival, revealing Fire Gecko: 1d10 + 1d6 + 1d4 + 8 ⇒ (2) + (1) + (1) + 8 = 12
use hero point to reroll: 1d10 + 1d6 + 1d4 + 8 ⇒ (8) + (5) + (2) + 8 = 23
hand random card to Aric/RR 1. Stone Axe +1, 2. Hatcheetbird, 3. Blessing of Milani, 4. Fire Gecko, 5. The Paladin, 6. Dwarf Caiman: 1d6 ⇒ 6
Dwarf Caiman handed to Aric/RR. Aric/RR must hand Ukuja a random card.
| AAUGHWHY's PFSACG Aric/TRR |
Received Dwarf Caiman. Handed Ukuja Quick Change Mask
Hand: Lockpick Shield, Mask of the Red Raven, Dwarf Caiman, Blessing of The Vaultmaster,
Displayed: Cockroach Coat, Gambeson,
"Kit: Mask of Stolen Mien, Menacing Backsword +1 (Finesse), Lookout (Core),
Aric has the following scourges marked:Wounded:"While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck: 16 Discard: 2 Buried: 0
"NOTES:
Available Support: Vaultmaster: +2 dice vs BarriersOther: Respect Points: 2"
| Ukuja the sailor |
Continued. Discard Hatchetbird to move to Thicket and explore.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
wisdom 8 discarding Blessing of Milani: 3d10 + 4 ⇒ (5, 2, 7) + 4 = 18
Discard The Paladin to explore.
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.
wisdom 8 adding charisma due to The Paladin: 1d10 + 1d4 + 7 ⇒ (9) + (2) + 7 = 18
combat 14 revealing Stone Axe +1 for survival, freely discarding Stone Axe +1, revealing Fire Gecko: 1d10 + 3d6 + 1d4 + 8 ⇒ (9) + (1, 4, 4) + (3) + 8 = 29
End turn. Recharge Hatchetbird.
Hand: Fire Gecko, Quick-Change Mask, Returning Totem Spear, Shoanti Barbarian Hide, Elk, Blessing of the Elements, Blessing of the Green Faith (2),
Displayed: Leryn, Pygmy Ankylosaur, Aspect of the Bull,
Deck: 8 Discard: 4 Buried: 1
"Current Location: Thicket
Hero Points: 3
Respect Points 2"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
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): Guide (Core), Wendifisa Spear, Cure, Blackjack's Gear
Recharged: Cauterize, Call Animal, 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.
[Siege deck cards 4 - 8 banished.
Displaying Shoanti Barbarian Hide.
| Varian 12789 |
Out of Turn Updates: Discarded BotG for Aric's turn
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 3 - Hourglass Card 2 Varian/Zalarian Cayden Cailean's Revelry
Hour Rules: On your check, you may discard a card to reroll 1 die showing 1 or 2.
SOT:
Draw #(4) Cards and recharge #(4) Cards
Draw: Ice Chemist, Cleric of Nethys, Fire Snake, Byzantine Lexicon
Recharge: Blessing of the Starsong, Force Missile#Core, BotSpellbound, Mind's Eye Blade
Give Card: None
Move: Stay at Campsite
Location Powers: At the end of your turn, you may heal a card.
Explore: Siege Deck Card 9: Henchman Proxy A3
Perception Check DC 4+4=8: 1d6 + 1 ⇒ (3) + 1 = 4 No Success
Bane Difficulty: 1d6 ⇒ 6 Max
Will use Fire & Ice choosing cold only and reveal ice chemist for 1d4 and Ukuja's Blessing of the Green faith
Arcane Check DC 10+4+4+6=24: 1d12 + 4 + 2d8 + 3 + 1d4 + 1d12 ⇒ (10) + 4 + (6, 5) + 3 + (3) + (4) = 35 Success
Story Bane Monster 3
Traits:
Human
Assassin
Red Mantis
Veteran
Check:
Combat
10+##
Powers:
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Will discard cleric of Nethys to examine next 2 cards and choose which one to explore
Siege Deck Card 10: Henchman Proxy B2 (Ashwing Gargoyle)
Siege Deck Card 11: Dire Lion
Explore: Siege Deck Card 10: Henchman Proxy B2 (Ashwing Gargoyle)
Will use Life Drain and discard blessing of the master of Masters to add 2 dice
Varian is not human (he is half-elf) so no scourge
Arcane Check DC 23-4=19/39: 1d12 + 4 + 2d4 + 2d12 ⇒ (8) + 4 + (2, 1) + (11, 11) = 37 Success but close to gaining respect; will use hour power to discard lexicon to reroll d4 that is a 1
Reroll from Hour: 1d4 + 36 ⇒ (3) + 36 = 39 Respect Point earned
Story Bane Monster 4
Traits:
Gargoyle
Check:
Combat
23
Powers:
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Life Drain heals a card (Blessing of Master of Masters)
Varian ends his turn healing a card(Cleric of Nethys).
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.
"
Hand: Fire Snake, Ice Chemist, The Keep, BotSpellbound, Rodrick, Magnetic Grimoire, i1Zellara's Harrow Deck, Force Missile#Core,
Displayed: Radovan,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 0
Respect: 3
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).
Force Missile can add 2d4 and force to any combat
Movement: Order for my movement: N/A
Other: Loot Pref: Bl3/Sp4
Recharged: 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 (13)
"Notes for Varian: Respect point gained (4)
Notes for Aric:
Notes for Ukuja: Blessing of Green Faith used by Varian
Additional Info 1: defeat by 20 for respect
Additional Info 2: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead."
Siege 11-28 remain // 11=Dire Lion
Aric - 1 - CINDERLANDS 1-4 remain
Heggal - 2 - CLIFF 1-4 remain
Varian - 3 - CAMPSITE 1-5 remain
Ukuja - 4 - THICKET 1-4 remain
| Heggal - ACG kuey |
Out of Turn Updates: Nil
Turn Order: Aric, Ukuja, Varian, Heggal,
Turn: Turn #4: Asmodeus's Tyranny
Hour Power: When you fail a check, you may bury your hand and discards to reroll.
SOT: Nil
Give Card: Nil
Move: Stay at #2: Cliff
Explore:
Display Righteousness
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.
BYA:
Reveal Lyrune-Quah Truthspeaker for +1d4+3.
Recharge Grappler's Mask to use Melee.
Melee instead of Survival, DC7: 1d8 + 5 + 1d4 + 3 ⇒ (6) + 5 + (3) + 3 = 17 ==> Success
Reveal Lyrune-Quah Truthspeaker for +1d4+3.
Reveal Pillaging Mace for Melee+1d8+1.
Righteousness for +1d6
Melee DC17: 1d8 + 5 + 1d8 + 1 + 1d4 + 3 + 1d6 ⇒ (8) + 5 + (6) + 1 + (2) + 3 + (5) = 30 Rolled a 2, which counts as 0, for total of 28 ==> Defeated
Put Augury into Recovery, choose Monsters and examine top 3 cards
#12: Wall of Lightning
#13: TRIGGER
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Reveal Lyrune-Quah Truthspeaker for +1d4+3.
Reveal Pillaging Mace for Melee+1d8+1.
Righteousness for +1d6
Melee DC21: 1d8 + 5 + 1d8 + 1 + 1d4 + 3 + 1d6 ⇒ (7) + 5 + (5) + 1 + (2) + 3 + (4) = 27 Rolled a 2, which counts as 0, for total of 25 ==> Defeated
#14: Ghost
Put #14 on top, and shuffle the rest
Discard The Bear to explore again.
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.
Reveal Lyrune-Quah Truthspeaker for +1d4+3.
Reveal Pillaging Mace for Melee+1d8+1 and Magic trait
Righteousness for +1d6
Combat DC11+8: 1d8 + 5 + 1d8 + 1 + 1d4 + 3 + 1d6 ⇒ (2) + 5 + (4) + 1 + (2) + 3 + (4) = 21 Use reroll on 1dt 1d8
Combat DC11+8: 1d8 + 5 + 4 + 1 + 0 + 3 + 4 ⇒ (5) + 5 + 4 + 1 + 0 + 3 + 4 = 22 ==> Defeated
Discard Blessing of Cayden Cailean to explore again.
Which card?: 1d15 ⇒ 13 ==> #26
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.
Reveal Lyrune-Quah Truthspeaker for +1d4+3.
Recharge Lyrune-Quah Truthspeaker for +1d6
Wisdom DC9: 1d8 + 1d4 + 3 + 1d6 ⇒ (4) + (3) + 3 + (4) = 14 ==> Defeated
Heal 2 cards ==> The Bear, Blessing of Cayden Cailean
End Turn:
Recovery
Augury, Divine DC8: 1d8 + 2 ⇒ (8) + 2 = 10 ==> Recharged
Righteousness, Divine DC13: 1d8 + 2 ⇒ (7) + 2 = 9 ==> Discarded
Reset Hand.
(Drew Chain Mail (Core). Display at SoT of next turn.)
"
Hand: Pillaging Mace, Dwarven War Shield, Banner, Lyrune-Quah Moon Maiden, Evangelist,
Displayed: Chain Mail (Core),
Deck: 13 Discard: 1 Buried: 0
Current Location: #2: Cliff
Hero Points: 3
Tier.XP : 4.2
Respect : 2
Reroll Avail?: No
NOTES:
Available Support: Blessings: Use as needed
Banner: Display at next combat for +1.
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Standard Bearer, The Bear, Aqueous Orb, Blessing of Cayden Cailean, Blessing of Angradd, Lookout, Ruan Mirukova, Katana +1, Blessing of the Samurai, Cat-o'-Nine-Tails, Grappler's Mask, Lyrune-Quah Truthspeaker
Recharged: Augury,
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 (13)
"Notes for Varian: Respect point gained (4)
Notes for Heggal: (Will display Banner at next combat)
Notes for Aric:
Notes for Ukuja: Blessing of Green Faith used by Varian
Additional Info 1: defeat by 20 for respect
Additional Info 2: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead."
Siege (random 12,15-25,27,28) remain // 12=Wall of Lightning
Aric - 1 - CINDERLANDS 1-4 remain
Heggal - 2 - CLIFF 1-4 remain
Varian - 3 - CAMPSITE 1-5 remain
Ukuja - 4 - THICKET 1-4 remain
| BR Yewstance |
Retcons...
Aric did NOT banish the Cryptic Message, due to the scenario power overruling what happens to undefeated banes, causing it to be shuffled back into the Siege Pile. No retcon necessary from players, beyond that I've shuffled it back in now.
Ukuja did NOT expend a Hero Point, due to Pixie Gang's somewhat misleading power.
You're doing flawlessly, as an aside. It's looking increasingly likely that you'll complete a flawless Siege Scenario at this rate. Also, you've completed almost half of the Siege Pile in 5 turns. Geez.
=============================
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: 5, Aric/AAUGHWHY
Monsters
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
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:
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 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
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.
Barriers
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 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Core
Barrier 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 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Weapons
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 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
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
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.
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 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.
Armors
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Core
Armor 3
Traits:
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.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 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 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.
Items
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 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 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.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so 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 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
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Blessings
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hour Power: 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: 25
Hourglass
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The Hidden Truth
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.
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 Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
The 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.
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.
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.
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.
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 Father of Creation
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
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.
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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.
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.
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 Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
The 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.
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.
Siege Deck
M: 7 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
Guardian Zombie
CotCT
Monster 2
Traits:
Undead
Zombie
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Chimera
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.
Henchman Proxy A2
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.
Ash Giant
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Bloodbug Swarm
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Enormous Reefclaw
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.
Cryptic Message
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.
Henchman Proxy B1
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.
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Henchman Proxy B4
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.
Azer
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.
Cinderlander
CotCT
Story Bane 4
Type: Monster
Traits:
Human
Ranger
To Defeat:
Combat 17
THEN Combat 17
OR Charisma
Diplomacy 9
Immune to Respect.
Before acting, a random character suffers 1d4 Ranged Combat damage.
Henchman Proxy A1
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.
Wall of Lightning
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.
Emperor Cobra
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
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: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Aric/AAUGHWHY, None
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.
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
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Location #2: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Heggal/kuey, None
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
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.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Location #3: Campsite
Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Varian/Zalarian, None
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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.
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.
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
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Location #4: Thicket
Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Ukuja/Bigguyinblack, None
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
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
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
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.
| AAUGHWHY's PFSACG Aric/TRR |
Hour is Torag's Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Start of turn, switch to TRR. Exchange Mask of TRR with Menacing Backsword +1 in kit. Wounded makes me discard Rapier off the top of my deck.
End of move step, examine top card: Guardian Zombie. Encounter it. On examine, exchange Dwarf Caiman for Mask of Stolen Mien in kit
The Red Raven spots a Card 1: Guardian Zombie wandering the Cinderlands. He moves to takes care of it before it can cause any actual hinderance. For the combat, reveal Menacing Backsword for Melee+1d6+1. Weapon Finesse gives me Melee: DEX+3. Requesting one of Varian's Blessings to add 1 die. Heggal displays Banner
Combat 19: 2d10 + 1d6 + 9 ⇒ (3, 9) + (5) + 9 = 26
The zombie goes down without a problem. A Card 2: Manticore might be a different problem... The Red Raven's gambeson protects him from the gout of flame, but is going to need some serious repairs. Take free explore. For the BA, bury Gambeson to reduce the fire damage to 0. For the combats, Reveal Menacing Backsword for Melee+1d6+1. Weapon Finesse gives me Melee: DEX+3.
Combat 9: 1d10 + 1d6 + 9 ⇒ (1) + (1) + 9 = 11
Combat 10: 1d10 + 1d6 + 9 ⇒ (5) + (5) + 9 = 19
Combat 11: 1d10 + 1d6 + 9 ⇒ (2) + (5) + 9 = 16
The Red Raven takes care of the Manticore, but it was just a distraction for the Card 3: Red Mantis Assassin sneaking up behind him! Discard Blessing of the Vaultmaster to explore again
Perception 8: 1d8 + 2 ⇒ (8) + 2 = 10
For the combat, reveal and discard Menacing Backsword +1 for Melee+2d6+1. Weapon Finesse gives me Melee: DEX+3
Combat 18: 1d10 + 2d6 + 9 ⇒ (2) + (1, 6) + 9 = 18
The Red Raven gets the upper hand in the duel and subdues the would-be assassin. His own mask transforms into a copy of the organization's trademark design. display Mask of Stolen Mien with Red Mantis Assassin. Relevant Traits are Human, Assassin, and Red Mantis
The Red Raven spots an Ash Giant headed towards Ukuja and relays the information to him before taking off his mask to breathe. End of turn, examine top card of Location: Ash Giant. Don't encounter it. Switch back to Aric
"
Hand: Lockpick Shield, Clockwork Spy, Evangelist, Blessing of the Ancients, Ausio Carowyn, Red War Paint,
Displayed: Cockroach Coat, Mask of Stolen Mien,
Kit: Mask of the Red Raven, Dwarf Caiman, Lookout (Core),
Aric has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck: 7 Discard: 5 Buried: 1
NOTES:
Available Support: Vaultmaster: +2 dice vs BarriersOther: Respect Points: 2
Mask of Stolen Mien: Add 1 die to checks to defeat vs Monsters with Human, Assassin, Red Mantis
Middle of Deck (Unknown Order): Psychic Detective, Marianix Karn, Shadowless Sword (Finesse), Captain's Cutlass (Finesse)
Recharged: Sharper, Blessing of the Midnight Lord, Dandy Brute,
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
Welp. I don't have any weapons... Display Red War Paint. If you need a single bless, please prioritize using my Blessing of the Ancients so I can increase the amount I draw next turn.
"
Hand: Lockpick Shield, Clockwork Spy, Evangelist, Blessing of the Ancients, Ausio Carowyn,
Displayed: Cockroach Coat, Red War Paint, Mask of Stolen Mien,
Kit: Mask of the Red Raven, Dwarf Caiman, Lookout (Core),
Aric has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck: 7 Discard: 5 Buried: 1
NOTES:
Other: Respect Points: 2
Mask of Stolen Mien: Add 1 die to checks to defeat vs Monsters with Human, Assassin, Red Mantis
Middle of Deck (Unknown Order): Marianix Karn, Shadowless Sword (Finesse), Psychic Detective, Captain's Cutlass (Finesse)
Recharged: Sharper, Blessing of the Midnight Lord, Dandy Brute,
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 (13)
"Notes for Varian: Respect point gained (4), One of blessings used by TRR
Notes for Heggal: Banner displayed
Notes for Aric:
Notes for Ukuja: Blessing of Green Faith used by Varian
Additional Info 1: defeat by 20 for respect
Additional Info 2: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead."
Siege 4-15 remain // 4=Ash Giant
Aric - 1 - CINDERLANDS 1-4 remain
Heggal - 2 - CLIFF 1-4 remain
Varian - 3 - CAMPSITE 1-5 remain
Ukuja - 4 - THICKET 1-4 remain
| Ukuja the sailor |
Hero points back up to 4 due to Pixie retcon. BotGF recharged during Varian's turn. Incitation: When this is the hour: No effect. Auto pass location check.
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.
Recharging Aric/RR's Blessing of the Ancients.
combat 22 revealing Returning Totem Spear for survival, revealing Fire Gecko, blessed by Blessing of the Ancients: 2d10 + 1d8 + 1d4 + 9 ⇒ (1, 8) + (7) + (4) + 9 = 29
Discard Elk to explore.
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Pausing for rules question.
| Ukuja the sailor |
Continued.
Combat 10 revealing Returning Totem Spear for survival, revealing Fire Gecko, aided by Elk: 1d10 + 1d8 + 1d6 + 1d4 + 9 ⇒ (7) + (7) + (3) + (4) + 9 = 30 +1 respect point.
Combat 11 revealing Returning Totem Spear for survival, revealing Fire Gecko, aided by Elk: 1d10 + 1d8 + 1d6 + 1d4 + 9 ⇒ (5) + (5) + (4) + (3) + 9 = 26
recharge Shoanti Barbarian Hide to add my survival to the check: 1d10 + 7 ⇒ (1) + 7 = 8 +1 respect point.
Combat 12 revealing Returning Totem Spear for survival, revealing Fire Gecko, aided by Elk, recharging Blessing of the Elements: 2d10 + 1d8 + 1d6 + 1d4 + 9 ⇒ (1, 2) + (7) + (4) + (1) + 9 = 24
edit forgot to add aspect of the bull to Ash Giant check: 1d10 ⇒ 8 Still not enough.
End turn. Recharge Elk from discard pile.
Hand: Fire Gecko, Quick-Change Mask, Returning Totem Spear, Blackjack's Gear, Wendifisa Spear, Guide (Core), Cure,
Displayed: Leryn, Pygmy Ankylosaur, Aspect of the Bull,
Deck: 8 Discard: 4 Buried: 1
"Current Location: Thicket
Hero Points: 4
Respect Points 4"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
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): 0
Recharged: Cauterize, Call Animal, Hatchetbird, Blessing of the Green Faith (2), Shoanti Barbarian Hide, Blessing of the Elements, Elk,
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.
Banished Siege Deck cards 4 and 5.
Recharged Aric/RR's Blessing of the Ancients.
Gained 2 respect points.
| Varian 12789 |
Out of Turn Updates: One of blessings used by TRR; discarded BotSpellbound. At end of Ukuja's turn,
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Siege Deck Card 8: Henchman Proxy B1 - Ashwing Gargoyle
Siege Deck Card 7: Cryptic Message
Siege Deck Card 6: Enormous Reefclaw
Will choose to discard deck during recovery
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 7 - Hourglass Card 2 Varian/Zalarian Master of Masters
Hour Rules: On your check, you may reroll any dice showing 1.
SOT:
Draw #(4) Cards and recharge #(4) Cards
Draw: Cleric of Nethys, Create Mindscape, Mind's Eye Blade, Fly#Core
Recharge: Rodrick, Fire Snake, Fly#Core, Mind's Eye Blade
Give Card: None
Move: Stay put
Location Powers: At the end of your turn, you may heal a card.
Will display create Mindscape next to campsite
Explore: Siege Deck Card 8: Henchman Proxy B1 - Ashwing Gargoyle
gargoyle is vulnerable to magic. Will use Force Missile with Create Mindscape, Ice Chemist/Grimoire, banner
Varian is half-elf so no scourge
Arcane Check DC 23: 1d12 + 4 + 2d4 + 4 + 1d4 + 1d4 + 1 ⇒ (6) + 4 + (3, 2) + 4 + (4) + (1) + 1 = 25 Success
Story Bane Monster 4
Traits:
Gargoyle
Check:
Combat
23
Powers:
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Will then use cleric to examine next 2 known cards and leave order from using harrow.
Explore: Siege Deck Card 7: Cryptic Message
Will reload Radovan to use knowledge + #, Discard The Keep to add 2 dice, Chemist/Grimoire, Create Mindscape
Knowledge Check DC 10/30: 1d12 + 4 + 4 + 2d12 + 1d4 + 1d4 ⇒ (10) + 4 + 4 + (8, 2) + (1) + (3) = 32 Success; 2nd Respect point this adventure gained (currently have 5)
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.
Will examine next 2 cards
Siege Deck Card 6: Enormous Reefclaw
Siege Deck Card 9: Henchman Proxy A4 - Red Mantis Assassin
Will leave order up to Heggal
Varian ends his turn and heals 1 card (Life Drain).
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
Varian recharges spell Force Missile and then resets his hand.
Will display Radovan just drawn back into hand after Heggal's SOT
Laori-After you discard cards as damage, you may draw a card.
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: Mind's Eye Blade, Ice and Fire, Life Drain#Core, Fire Snake, Magnetic Grimoire, Ice Chemist, Blessing of Master of Masters,
Displayed: Create Mindscape, Radovan,
Deck: 6 Discard: 6 Buried: 0
Hero Points: 0
Respect: 4
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: N/A
Other: Loot Pref: Bl3/Sp4
Recharged: Force Missile#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 (5)
Notes for Varian: Respect point gained (5)
Notes for Heggal: Banner displayed
Notes for Aric: BotA recharged by Ukuja
Additional Info 1: defeat by 20 for respect
Additional Info 2: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead.
Siege (6,9 Heggal choice),10-15 remain // 6=Reefclaw, 9=Red Mantis Assassin
Aric - 1 - CINDERLANDS 1-4 remain
Heggal - 2 - CLIFF 1-4 remain
Varian - 3 - CAMPSITE 1-5 remain // Create Mindscape Displayed
Ukuja - 4 - THICKET 1-4 remain
| Heggal - ACG kuey |
Out of Turn Updates: Display Banner
Turn Order: Aric, Ukuja, Varian, Heggal,
Turn: Turn 8: Orison
Hour Power: Nil
SOT: Nil
Give Card: Nil
Move: Stay at #2: Cliff
Explore:
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.
BYA: (Not sure if have to take Combat damage. If so, displayed Chain Mail (Core) reduce to 0.
Reveal Evangelist for +1d4+3.
Reveal Evangelist for +1
Reveal Pillaging Mace for Melee+1d8+1.
Banner gives +1.
Combat DC19: 1d8 + 5 + 1d8 + 1 + 1d4 + 3 + 1 + 1 ⇒ (4) + 5 + (4) + 1 + (2) + 3 + 1 + 1 = 21 Rolled a 2 which counts as 0. Total 19 so still success ==> Reroll
Combat DC19: 1d8 + 5 + 1d8 + 1 + 1d4 + 3 + 1 + 1 ⇒ (8) + 5 + (6) + 1 + (2) + 3 + 1 + 1 = 27 Rolled a 2 which counts as 0. Total 25 so still Defeated
End Turn: Reset hand.
"
Hand: Pillaging Mace, Dwarven War Shield, Lyrune-Quah Moon Maiden, Evangelist, Standard Bearer, Katana +1,
Displayed: Chain Mail (Core), Banner,
Deck: 11 Discard: 1 Buried: 0
Current Location: #2: Cliff
Hero Points: 3
Tier.XP : 4.2
Respect : 2
Reroll Avail?: No
NOTES:
Available Support: Blessings: Use as needed
Banner: Display at next combat for +1.
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Aqueous Orb, Lyrune-Quah Truthspeaker, The Bear, Grappler's Mask, Ruan Mirukova, Blessing of the Samurai, Cat-o'-Nine-Tails, Blessing of Angradd, Blessing of Cayden Cailean, Lookout
Recharged: Augury,
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 (5)
Notes for Varian: Respect point gained (5)
Notes for Heggal: (Banner Displayed: +1 Combat)
Notes for Aric: BotA recharged by Ukuja
Additional Info 1: defeat by 20 for respect
Additional Info 2: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead.
Siege 9-15 remain // 9=Red Mantis Assassin
Aric - 1 - CINDERLANDS 1-4 remain
Heggal - 2 - CLIFF 1-4 remain
Varian - 3 - CAMPSITE 1-5 remain // Create Mindscape Displayed
Ukuja - 4 - THICKET 1-4 remain
| AAUGHWHY's PFSACG Aric/TRR |
Off turn, recharge Blessing of the Ancients to help Ukuja
Hour is the Hidden Truth: The first time you examine cards this turn, heal 1d4-1 cards. Cool!
Start of turn, switch to TRR. Wounded Makes me Discard Shadowless Sword
End of Move Step, examine top card of Cinderlands: Naval Hero. Shame it's not the weapon... On Examine, Hour heals me.
Hour Heal: 1d4 - 1 ⇒ (1) - 1 = 0 Aw...
Feeling unfit to jump back into the fray, Aric hangs back to catch his breath and reequip himself.
End of turn, examine cinderlands again. Switch back to Aric
"
Hand: Lockpick Shield, Clockwork Spy, Evangelist, Psychic Detective, Ausio Carowyn, Marianix Karn,
Displayed: Cockroach Coat, Red War Paint, Mask of Stolen Mien,
Kit: Mask of the Red Raven, Dwarf Caiman, Lookout (Core),
Aric has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck: 5 Discard: 6 Buried: 1
NOTES:
Available Support: Ancients: Add 1 die
Other: Respect Points: 2
Mask of Stolen Mien: Add 1 die to checks to defeat vs Monsters with Human, Assassin, Red Mantis
Middle of Deck (Unknown Order): Captain's Cutlass (Finesse)
Recharged: Sharper, Blessing of the Midnight Lord, Dandy Brute, Blessing of the Ancients,
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
| Ukuja the sailor |
The Mute Hag: When this is the hour: At the start of your turn, summon and encounter a spell. Auto pass location check.
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.
Divine 12: 1d10 + 5 ⇒ (7) + 5 = 12
Start of turn Ukuja pulls Blackjack's Rapier from his kit and places Guide into it.
Ukuja moves to Cinderlands.
cast Cure targeting Aric/RR: 1d4 + 1 ⇒ (3) + 1 = 4
Cast Restoration on Aric/RR. He draws 2 cards.
Story Bane Monster 3
Traits:
Human
Assassin
Red Mantis
Veteran
Check:
Combat
10+##
Powers:
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
bya perception 4 +4 aided by Aspect of the Bull: 2d10 + 6 ⇒ (9, 6) + 6 = 21
combat 10 +8 revealing Wendifisa Spear for survival, revealing Fire Gecko, aided by Aspect of the Bull: 2d10 + 1d12 + 1d4 + 8 ⇒ (10, 8) + (8) + (1) + 8 = 35
Ukuja ends their turn.
Ukuja attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d10 + 5 ⇒ (7) + 5 = 12 -> Cure recharged.
Restoration: Divine 14: 1d10 + 5 ⇒ (2) + 5 = 7 -> Restoration discarded.
Ukuja resets their hand.
Hand: Wendifisa Spear, Fire Gecko, Quick-Change Mask, Returning Totem Spear, Blackjack's Gear, Blackjack's Rapier, Blessing of the Green Faith (1),
Displayed: Leryn, Pygmy Ankylosaur, Aspect of the Bull,
Deck: 9 Discard: 5 Buried: 1
"Current Location: Cinderlands
Hero Points: 4
Respect Points 4"
"NOTES:
Available Support: Folio Reroll:Blessings, Supporters, and healing are available for use.
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): 0
Recharged: Cauterize, Call Animal, Hatchetbird, Blessing of the Green Faith (2), Shoanti Barbarian Hide, Blessing of the Elements, Elk, 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.
Siege deck card 9 banished.
Random spell #1 acquired.
Aric/RR healed for 4.
Then Aric/RR draws 2 cards.
| Varian 12789 |
Out of Turn Updates: Since Aric used restoration first to get weapon and then heal, Ukuja moves somehow back to Thicket (To describe how when able)
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 11 - 6 The Avalanche
Hour Rules: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
SOT:
Draw #(4) Cards and recharge #(4) Cards
Draw: Fly#Core, Blessing of the Starsong, Rodrick, Salvator Scream
Recharge: Blessing of the Starsong, Fire Snake, Fly#Core, Mind's Eye Blade
Give Card: None
Move: Stay at campsite
Location Powers: At the end of your turn, you may heal a card.
Will discard Salvator Scream to draw next hour. - Hourglass Card 7 Heggal/kuey 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.
Will discard Rodrick to draw harrow deck from Discard pile
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Siege Deck Card 10: Henchman Proxy B4 - Ashwing Gargoyle
Siege Deck Card 11: Azer
Siege Deck Card 9: Henchman Proxy A4 - Red Mantis Assassin
Explore: Siege Deck Card 10: Henchman Proxy B4 - Ashwing Gargoyle
Will use life drain, it is vulnerable to magic, grimoire/chemist, create mindscape, and Ukuja recharges blessing of green faith,banner
Arcane Check DC 23: 1d12 + 4 + 2d4 + 4 + 1d4 + 1d4 + 1d12 + 1 ⇒ (8) + 4 + (1, 1) + 4 + (3) + (1) + (1) + 1 = 24 Success
Story Bane Monster 4
Traits:
Gargoyle
Check:
Combat
23
Powers:
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Heal 1 card (Salvator Scream)
Will discard chemist to explore and add d8 and cold
Explore: Siege Deck Card 11: Azer
Will use ice and fire using cold only, chemist, vulnerable to cold, grimoire, create mind scape, and blessing of master of masters for 2 dice, banner
Arcane Check DC 11+4+4=19/39: 1d12 + 4 + 2d8 + 3 + 1d8 + 4 + 1d4 + 1d4 + 2d12 + 1 ⇒ (4) + 4 + (2, 3) + 3 + (4) + 4 + (3) + (2) + (9, 8) + 1 = 47 Success; respect point earned (6)
After Acting Fire Damage: 1d4 - 1 ⇒ (1) - 1 = 0 No damage
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.
Varian ends his turn healing random card (BotG).
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. Will recharge the savored sting and create mindscape Perception Check DC 12: 1d6 + 1d6 + 1 + 1d4 + 1d4 ⇒ (1) + (5) + 1 + (3) + (2) = 12 Success
Varian recharges spell Life Drain 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: Mind's Eye Blade, Fly#Core, Fire Snake, Force Missile#Core, Magnetic Grimoire, Spellbook#Core, Blessing of the Starsong, Salvator Scream,
Displayed: Create Mindscape, Radovan,
Deck: 4 Discard: 8 Buried: 0
Hero Points: 0
Respect: 6
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: N/A
Other: Loot Pref: Bl3/Sp4
Recharged: The Savored Sting, i1Zellara's Harrow Deck, 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.
| Varian 12789 |
After Heggal's hour (Hourglass Card 8 Aric/AAUGHWHY Abadar's Law) and SOT, will discard Salvator Scream to draw next hour to hand if blessing - Hourglass Card 9 Ukuja/Bigguyinblack Irori's Mastery
This means that Heggal's blessing is 1 off and all future ones are 2 off until next BR
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.
"
Hand: Mind's Eye Blade, Fly#Core, Fire Snake, Force Missile#Core, Magnetic Grimoire, Spellbook#Core, Blessing of the Starsong, Irori's Mastery,
Displayed: Create Mindscape, Radovan,
Deck: 4 Discard: 9 Buried: 0
Hero Points: 0
Respect: 6
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).
Irori's Mastery only for self
force missile adds 2d4 and force
Movement: Order for my movement: N/A
Other: Loot Pref: Bl3/Sp4
Recharged: The Savored Sting, i1Zellara's Harrow Deck, 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 (5) + 2 (Salvator Scream x2)
Notes for Varian: Respect point gained (6)
Notes for Heggal: (Banner Displayed: +1 Combat)
Notes for Ukuja: BotGF recharged by Varian
Additional Info 1: defeat by 20 for respect
Additional Info 2: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead.
Siege 9,12-15 remain // 9=Red Mantis Assassin
Aric - 1 - CINDERLANDS 1-4 remain
Heggal - 2 - CLIFF 1-4 remain
Varian - 3 - CAMPSITE 1-5 remain // Create Mindscape Displayed
Ukuja - 4 - THICKET 1-4 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: 12, Heggal/kuey
Monsters
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.
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
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.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 2
Traits:
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.
Barriers
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
CotCT
Barrier 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 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Barrier 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 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
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.
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.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this 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.
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
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 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.
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.
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 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.
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 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:
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 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* 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.
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.
Items
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Item 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 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
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 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
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
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.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Core
Blessing 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Core
Blessing 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 to close or to guard, add 1d4.
Current Hour:
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.
Hours Remaining: 16
Hourglass
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.
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 Father of Creation
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
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.
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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.
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.
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 Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
The 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.
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.
Siege Deck
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Cinderlander
CotCT
Story Bane 4
Type: Monster
Traits:
Human
Ranger
To Defeat:
Combat 17
THEN Combat 17
OR Charisma
Diplomacy 9
Immune to Respect.
Before acting, a random character suffers 1d4 Ranged Combat damage.
Henchman Proxy A1
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.
Wall of Lightning
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.
Emperor Cobra
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
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: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, None
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.
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
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Location #2: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Heggal/kuey, None
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
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.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Location #3: Campsite
Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Varian/Zalarian, None
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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.
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.
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
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Location #4: Thicket
Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
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
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
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.
| Heggal - ACG kuey |
Out of Turn Updates: Errata: In my previous post, Heggal should have revealed Dwarven War Shield instead of Chain Mail (Core)
Turn Order: Aric, Ukuja, Varian, Heggal,
Turn: Turn 12: Abadar's Law
Hour Power: On your check to close or to guard, add 1d4.
SOT: Nil
Give Card: Nil
Move: Stay at #2: Cliff
Explore:
CotCT
Story Bane 4
Type: Monster
Traits:
Human
Ranger
To Defeat:
Combat 17
THEN Combat 17
OR Charisma
Diplomacy 9
Immune to Respect.
Before acting, a random character suffers 1d4 Ranged Combat damage.
BYA: Ranged Combat damage - Aric, Ukuja, Varian, Heggal: 1d4 ⇒ 2 ==> Ukuja takes 1d4 Ranged Combat Damage
Reveal Lyrune-Quah Moon Maiden for +1d4+3.
Reveal Katana +1 for Melee+1d8+1. Recharge Standard Bearer for +1d4. Banner gives +1.
Combat DC17: 1d8 + 5 + 1d8 + 1 + 1d4 + 3 + 1d4 + 1 ⇒ (4) + 5 + (6) + 1 + (3) + 3 + (3) + 1 = 26 ==> Success
Reveal Lyrune-Quah Moon Maiden for +1d4+3. Recharge Evangelist for +1d4.
Diplomacy DC9: 1d10 + 2 + 1d4 + 3 + 1d4 ⇒ (3) + 2 + (1) + 3 + (4) = 13 Rolled a 1 which counts as 0. Total 12 ==> Success and Defeated!
End Turn: Reset hand.
"
Hand: Pillaging Mace, Katana +1, Dwarven War Shield, Lyrune-Quah Moon Maiden, Lookout, The Bear,
Displayed: Chain Mail (Core), Banner,
Deck: 11 Discard: 1 Buried: 0
Current Location: #2: Cliff
Hero Points: 3
Tier.XP : 4.2
Respect : 2
Reroll Avail?: No
NOTES:
Available Support: Blessings: Use as needed
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Cat-o'-Nine-Tails, Blessing of Cayden Cailean, Lyrune-Quah Truthspeaker, Aqueous Orb, Grappler's Mask, Blessing of Angradd, Blessing of the Samurai, Ruan Mirukova
Recharged: Augury, Standard Bearer, Evangelist,
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 (12)
Notes for Varian: Respect point gained (6)
Notes for Heggal: (Banner Displayed: +1 Combat)
Notes for Ukuja: BotGF recharged by Varian; 1d4 ranged combat dmg from Cinderlander (Heggal)
Additional Info 1: defeat by 20 for respect
Additional Info 2: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead.
Siege 2-4 remain
Aric - 1 - CINDERLANDS 1-4 remain
Heggal - 2 - CLIFF 1-4 remain
Varian - 3 - CAMPSITE 1-5 remain // Create Mindscape Displayed
Ukuja - 4 - THICKET 1-4 remain
| Ukuja the sailor |
Minor retcon. Since Aric/RR drew a weapon Ukuja would recharge Blackjack's Gear to move to Thicket before his turn ends and draw one extra card to replace it: Cauterize.
ranged combat dmg from Cinderlander: 1d4 ⇒ 3
Discard Cauterize, Returning Totem Spear, and Blackjack's Rapier. Thicket card 1 is banished.
| AAUGHWHY's PFSACG Aric/TRR |
Hour is Irori's Mastery: On your blessed check, you may reroll any dice showing 1.
Start of turn, switch to TRR. Wounded makes me discard Rapier
End of move step, examine top card of Siege Pile: Red Mantis Assassin. Encounter it
With Ukuja's help, Aric gets a second wind. As soon as the other vigilante is out of sight, he suits up one last time.
The group of would-be assailants is thrown into chaos with their cinderlander boss out of the picture. The Red Raven gets the jump on the last Card 2: Red Mantis Assassin.
Perception 8: 1d8 + 2 ⇒ (8) + 2 = 10
For the combat, reveal Captain's Cutlass to use Melee+1d6+1. Mask of Stolen Mien adds 1 die. Weapon Finesse gives me Melee: DEX+3. Banner adds 1. Evangelist
Combat 18: 2d10 + 1d6 + 9 ⇒ (5, 8) + (5) + 9 = 27
As the assassin gets assassinated, a Card 3: Wall of Lightning erupts from the ground and cuts The Red Raven off from the last of the troop. The Red Raven leaps through it! Display Clockwork Spy to examine then explore. Reveal Evangelist to add 1
Acrobatics 10: 1d10 + 1d4 + 7 ⇒ (5) + (4) + 7 = 16
AA Electricity Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Red War Paint reduces by 3. Discard Sharper for the last. Top card of Cinderlands is banished
The Red Raven gets through the wall and leads the rest of his teammates in an all-out attack against the cinderlander's pet Card 4: Emperor Cobra Discard Psychic Detective to examine then explore again. Since it's the last encounter, might as well use all our resources. Reveal and discard Captain's Cutlass for Melee+1d6+1d8+1. Varian plays Force Missile for +2d4 and Force. Ukuja recharges Blessing of the Green Faith to add 1 die. I banish Clockwork Spy to add 1d6. Banner adds 1
Combat 13: 2d10 + 1d8 + 2d6 + 2d4 + 9 ⇒ (7, 2) + (4) + (6, 2) + (2, 1) + 9 = 33 Woot! Exactly enough to get me a respect point!
AA CON 9 recharging Evangelist and using one of Varian's Blessings: 2d6 + 1d4 ⇒ (2, 4) + (2) = 8 Use location Power to reroll. Discard Marianix
CON 9: 2d6 + 1d4 ⇒ (3, 6) + (3) = 12 That's better! We win!
| BR Yewstance |
Sorry for the delay; my posting will get a bit slower until the New Year, but it should hopefully be faster than this week suggests.
COMPLETED SCENARIO 4C: FLAMEFORD UNDER FIRE
TIER PROGRESSION:
All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
Party -> Tier 4, 3XP
SCENARIO REWARD:
DEVELOPMENT:
There is no development text for this scenario; the next scenario is also introduced by the previously posted scenario introduction.]
I did, however, write some short Personalized Development below.
Your bravery has won over some of the Sklar-Quah, but others mutter about the dangers you have already brought to their doorstep, and there are growing sentiments to eject you from their territory. The Sun Shaman silences such thoughts, reminding his people of your agreement to complete the Trial of the Totem, and the respect you are owed if you succeed.
ACQUIRED CARDS:
Sergeant-at-arms (Ally 2)
Noble (Ally 2)
Eries Yelloweyes (Ally 2)
Raccoon (Ally 3)
Magic Mithral Chain Mail (Armor 2)
Bearskin Armor (Armor 4)
Benefaction (Blessing 0)
The Teamster (Blessing 1)
Irori's Mastery (Blessing 1)
The Savored Sting (Blessing 3)
Old Deadeye (Blessing 3)
Iron Shackles (Item 2)
Ring of Evasion (Item 2)
Restoration (Spell 4)
Cleaving Battleaxe (Weapon 2)
Frost Longbow (Weapon 2)
Flaming Mace (Weapon 2)
Dragonbane Greatsword (Weapon 3)
| BR Yewstance |
If you all post your current Respect Points in your opening posts again, I'll sum them up to list next to the Cinderlands location.
This is the final scenario of the adventure, so this is your last chance to earn Respect points. Remember, earn 9 or more each for the maximum reward!
SCENARIO 4D: TRIAL OF THE TOTEM
SETUP:
LOCATIONS:
1 - Base
1 - Cliff
1 - Mountain
2 - Cinderlands
3 - Dunes
4 - Glade
THREAT LIST:
DURING THIS SCENARIO:
================================================
HARROWING:
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire: Strength Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2. Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
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.
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.
| BR Yewstance |
RAW, a Totem Pile is also made next to the Base - I'm not sure whether or not that's the intent, and I'm willing to be listen to the party if they feel I shouldn't build one there - in which case I'll remove it from the Base.
I am, however, confident in the team's ability to win regardless.
Finally, remember to replace Loot cards you encounter with random cards of the same type, if the Loot has been claimed.
===============================
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, Aric/AAUGHWHY
Monsters
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.
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
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.
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.
Barriers
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.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Weapons
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
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.
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
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
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your 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 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 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.
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.
Armors
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
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 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* 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 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 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.
Items
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
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:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Ally 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
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
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 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
The Midwife
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.
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 Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
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.
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 Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
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.
Lady Despair
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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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.
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.
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.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
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.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Cayden Cailean's Revelry
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
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 Father of Creation
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.
Location #1: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Totem Pile:
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.
Location #2: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Totem Pile:
Core Blessing 2
Traits: Deity: Lamashtu Divine
When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+#
On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster.
Location #3: 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: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Totem Pile:
Core Blessing 3
Traits: Deity: Shelyn Divine
When this is the hour: When you encounter a monster, you may evade it. To Acquire: Charisma Divine 8
On a Dexterity or Charisma check, freely discard to bless. On any check, discard to bless. Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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: 2 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Totem Pile:
Core Blessing 2
Traits: Deity: Norgorber Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire: Dexterity Divine Stealth 5+#
On any check, discard to bless. On a Perception or Stealth check, recharge to bless. Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Location #5: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Totem Pile:
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.
Location #6: Base
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
Located/Displayed Here: Totem Pile:
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.
| Varian 12789 |
Varian - CotCT-4D: Trial of the Totem
Starting Location Base
Starting Respect Points 6
Loot
Will put Spellbook into box and put Zellara's Harrow Deck into deck
Will put Rodrick into box and put Salvator Scream into deck
Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
Will display Radovan on turn 1 after SOT
Hand: Mind's Eye Blade, Magnetic Grimoire, BotG, Byzantine Lexicon, Life Drain#Core, Salvator Scream, Ice and Fire, Fire Snake, The Cyclone,
Displayed: Radovan,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
Respect: 6
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: N/A
Other: Loot Pref: Bl3/Sp4
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.
| Heggal - ACG kuey |
Start at #1: Cliff
Respect Points: 2
"
Hand: Cat-o'-Nine-Tails, Dwarven War Shield, Grappler's Mask, Evangelist, Lookout, Ruan Mirukova, The Paladin,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: #2: Cliff
Hero Points: 3
Tier.XP : 4.3
Respect : 2
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed
Evangelist: +1d4 to local check
Lookout: +1d6 to any perception
Ruan: +1d4 & Magic to local check; heal 1 if succeed
Movement: If current location closes: #4: Dunes
Middle of Deck (Unknown Order): Banner, Blessing of Angradd, Lyrune-Quah Truthspeaker, Lyrune-Quah Moon Maiden, Blessing of Cayden Cailean, Chain Mail (Core), Standard Bearer, Righteousness, Katana +1, Aqueous Orb, Pillaging Mace, Augury, Blessing of Abadar
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.
| AAUGHWHY's PFSACG Aric/TRR |
Starting Location: Glade
Starting Identity: Aric
Loot: Exchanging Masque for Ausio Carowyn. Exchanging Hypnotist's Locket for Red War Paint
Starting Respect Points: 3
Hand: Cockroach Coat, Blessing of The Vaultmaster, Blessing of the Midnight Lord, Gambeson, Sharper, Lockpick Shield,
Displayed:
"Kit: Lockpick Shield, Marianix Karn, Blessing of the Ancients,
Aric has the following scourges marked:Wounded:"While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck: 16 Discard: 0 Buried: 0
"NOTES:
Other: Respect Points: 3"
Start of first turn, Display Cockroach Coat and Gambeson
"
Hand: Dreamstalker, Blessing of The Vaultmaster, Blessing of the Midnight Lord, Sharper,
Displayed: Cockroach Coat, Gambeson,
Kit: Lockpick Shield, Marianix Karn, Blessing of the Ancients,
Deck: 15 Discard: 0 Buried: 0
NOTES:
Other: Respect Points: 3
Middle of Deck (Unknown Order): Clockwork Spy, The Fiend, Menacing Backsword +1 (Finesse), Blessing of Bastet, Psychic Detective, Quick-Change Mask, Captain's Cutlass (Finesse), Mask of the Red Raven, Evangelist, Rapier (Core, Finesse), Red War Paint, Dandy Brute, Ausio Carowyn, Shadowless Sword (Finesse)
Recharged: Mask of Stolen Mien,
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 ([X] 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: 4 ☐ 5 ☐ 6
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).
[X] If a character at your location 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
| Ukuja the sailor |
Cohorts Leryn and White Tiger. Replacing Javelin with the loot Returning Totem Spear, Replacing Blackjack's Daggers with the loot Guide, and replacing Arboreal Armor with the loot Shoanti Barbarian Hide. Starting location Mountain.
Hand: Elk, Blessing of the Green Faith (2), Returning Totem Spear, Cure, Hatchet, Fire Gecko, Dwarf Caiman, Blackjack's Gear,
Displayed: Leryn (Hunter Class Deck), White Tiger,Deck: 14 Discard: 0 Buried: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [LOCATION] if my location closes.
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Shoanti Barbarian Hide, Blackjack's Rapier, Angelstep, Blessing of the Green Faith (1), Stone Axe +1, Hatchetbird, Blessing of Abadar, Wendifisa Spear, Druid of the Green Faith, Aspect of the Bull, Blessing of Milani, Cauterize, Guide, Call Animal
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Hero Points: 4
Respect Points 4
Favored Card: Weapon or Ally
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
From Blackjack Role
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Diplomacy: Charisma +3
From Cohorts
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).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
Drawing 3 extra cards: Shoanti Barbarian Hide, Cauterize, Stone Axe +1. Placing Cure, Stone Axe +1, and Hatchet in my kit. Drawing an extra card: Druid of the Green Faith and recharging Cauterize.
Hand: Blackjack's Gear, Elk, Fire Gecko, Dwarf Caiman, Druid of the Green Faith, Blessing of the Green Faith (2), Returning Totem Spear, Shoanti Barbarian Hide,
Displayed: Leryn (Hunter Class Deck), White Tiger,
"Current Location: Mountain
Kit: Cure, Stone Axe +1, Hatchet, "
Deck: 11 Discard: 0 Buried: 0
"NOTES:
Available Support: Blessings are available for use.Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Movement: Move me to the Dunes if my location closes.
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Guide, Blessing of the Green Faith (1), Blackjack's Rapier, Aspect of the Bull, Hatchetbird, Call Animal, Angelstep, Blessing of Abadar, Wendifisa Spear, Blessing of Milani
Recharged: Cauterize,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Hero Points: 4
Respect Points 4
Favored Card: Weapon or Ally
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
From Blackjack Role
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Diplomacy: Charisma +3
From Cohorts
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).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
| BR Yewstance |
I'm still mixed on the Base Totem Pile, and I increasingly note how much harder/rougher it makes the scenario. With that said, I believe the team works exceptionally well together, with strong characters and strong plays that should likely surmount the added challenge.
=============================
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, Ukuja/Bigguyinblack
Monsters
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
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:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
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:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Barriers
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
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.
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.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Weapons
CotCT
Weapon 3
Traits:
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.
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
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.
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
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 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 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
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.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 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.
Armors
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 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* 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:
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.
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.
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.
Items
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 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.
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
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 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.
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:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
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 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
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.
Current Hour:
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hours Remaining: 29
Hourglass
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
The Midwife
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.
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 Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
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.
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 Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
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.
Lady Despair
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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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.
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.
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.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
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.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Cayden Cailean's Revelry
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.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
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 Father of Creation
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.
Location #1: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Heggal/kuey, Totem Pile:
CotCT Blessing 0
Traits: Arcane Divine
When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
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
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.
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:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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
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.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Location #2: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, Totem Pile:
Core Blessing 2
Traits: Deity: Lamashtu Divine
When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+#
On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster.
Core
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 2
Traits:
Undead
Zombie
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
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.
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
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
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.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
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.
Location #3: 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: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Totem Pile:
Core Blessing 3
Traits: Deity: Shelyn Divine
When this is the hour: When you encounter a monster, you may evade it. To Acquire: Charisma Divine 8
On a Dexterity or Charisma check, freely discard to bless. On any check, discard to bless. Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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
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.
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.
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
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
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
CotCT
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.
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: 2 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Totem Pile:
Core Blessing 2
Traits: Deity: Norgorber Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire: Dexterity Divine Stealth 5+#
On any check, discard to bless. On a Perception or Stealth check, recharge to bless. Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
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:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
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
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged 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
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
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.
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.
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Location #5: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Aric/AAUGHWHY, Totem Pile:
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.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
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.
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.
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
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.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Weapon 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.
Location #6: Base
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
Located/Displayed Here: Varian/Zalarian, Totem Pile:
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.
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 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 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 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 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 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:
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.
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.
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.