[ACG] [CaG II] Sanctioned Curse of the Crimson Throne by Yewstance (Inactive)

Game Master Yewstance

PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT || SUPPORTERS

Turn Order:
1 - Heggal/kuey (#1004)
2 - Aric/AAUGHWHY (#1004)
3 - Ukuja/Bigguyinblack (#1011)
4 - Varian/Zalarian

Standard Supporter & Base Rules:
Supporters are a new type of support card representing helpful citizens of Korvosa and its environs; unlike allies or cohorts, they will not adventure with you. The Base is a special location used in many scenarios; it represents a safe place where characters can seek help from supporters.

You start the Adventure Path with no supporters. When a reward lets you rally a supporter, check it off on the Rallied Supporters card on the back of the Base. If you are required to uncheck a supporter, it no longer counts as rallied.

When a scenario lists the Base, set it out with the other locations as usual. When you build the locations, shuffle all of your rallied supporters into the Base; do not add story banes to it. The Base cannot be closed while it has cards in it, and can never have cards in it other than supporters. Characters may start at the Base and can move to and from it normally.

The Base counts as a location only for exploring, examining, and moving; it does not count as a location when counting locations or determining if villains can escape to it. If all other locations are closed, or the Base has neither cards in it nor characters at it, the Base closes automatically. (A simplified version of these rules appears on the Base as a reminder; these are the complete rules.)

You may play supporters from your hand only while you are at the Base. Once displayed next to your character, you may use their powers regardless of your location. If you move from the Base, shuffle any supporters in your hand into the Base. At the end of each scenario, return all supporters to the vault.

Each supporter has a feat similar to a character’s power feat. If a reward gives the party a supporter feat, check a box on a rallied supporter to gain access to that power. If the feat specifies a supporter, check it off on that supporter.

PACS/Sanctioned Supporter Rule Changes:
Each character has their own Rallied Supporters list. When the party rallies or unchecks a supporter or gains a supporter feat, each character does so on their own list. (When there is a choice, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.


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Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

Out of Turn Updates:
Need to summon and encounter Boggard Champion and not Mobogo -- thankfully not at the boat

Boggard Champion:
Boggard Champion
Story Bane Monster 2

Traits:
Boggard
Barbarian
Aquatic
Veteran

Check:
Combat
11+##

Powers:
If you are at an Aquatic location, the difficulty to defeat is increased by 1d12.

If undefeated, bury a random card from your discards and suffer the scourge Frightened.


Will use Ice and fire and reveal ice chemist for d4 and create mindscape

Arcane Check DC 11+7+7=25: 1d12 + 6 + 2d8 + 3 + 1d4 + 1d4 ⇒ (12) + 6 + (4, 2) + 3 + (2) + (1) = 30 Success

Received Corrosive Storm
Near the end of Ukuja's turn, will discard Venster to draw hour Hourglass Card 2 Ukuja/Bigguyinblack The Fiend

The Fiend:

CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.

Ice and Fire is discarded during recovery

Turn Order: Ukuja, Varian, Heggal, Aric
if random character, using Self as #1

Turn - Hour: 9 - Hourglass Card 3 Varian/Zalarian Desna's Freedom
Hour Rules: When this is the hour: On each check, the first blessing played to bless may be played freely.

SOT:

Draw 7 Cards and recharge 7 Cards
Draw: Rodrick, Twisted Space#Core, Shocking Sawtooth Saber,Fire Snake, Crystal Ball, The Publican
Recharge: Shocking Sawtooth Saber, Blessing of the Gods
Corrosive Storm, Ice Chemist
The Fiend, Crystal Ball, Twisted Space#Core

Will discard Rodrick to draw Zellara's Deck
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location
(random 1,5,6,7,9,11,12,13,14)
Random Roll: 1d9 ⇒ 21d8 ⇒ 11d7 ⇒ 2
Siege Deck Card 5: Trapped Chest
Siege Deck Card 1 (Kazavon)
Siege Deck Card 7: Gray Maiden Footsoldier
and return them in the following order:
Siege Deck Card 5: Trapped Chest
Siege Deck Card 7: Gray Maiden Footsoldier
Siege Deck Card 1 (Kazavon)

Give Card: None
Move: Tavern -
Location Powers: You may recharge an ally to explore.

Will recharge Oparal to recharge random ally
Random Ally Venster or Rodrick: 1d2 ⇒ 1 Venster

Explore: Siege Deck Card 5: Trapped Chest

Trapped Chest:

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.

Will reload Radovan to deal with chest and pull out a spell scroll
Knowledge Check DC 7+7=14: 1d12 + 6 + 7 + 1d4 + 1d4 ⇒ (8) + 6 + 7 + (2) + (4) = 27 Auto Success

Shapechange:

CotCT
Spell 6
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard instead.

Arcane Check DC 13: 1d12 + 6 + 1d4 + 1d4 ⇒ (1) + 6 + (2) + (4) = 13 Success

Will display shape change and choose enhanced physical stats

Varian drinks a potion of heroism and casts Tensor's Transformation on himself

Varian ends his turn
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4.
Perception Check DC 12: 1d6 + 1 + 1d4 + 1d4 ⇒ (5) + 1 + (3) + (1) = 10 No Success

Varian recharges ally Rodrick and then resets his hand.
Display Radovan after Heggal's SOT

Reminder of Scenario changes:

  • On all non-combat checks, add 1d4.
  • For your exploration at any location other than the Base, encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If you defeat Kazavon and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon Reborn back into it.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
  • "

    Varian wrote:

    Hand: Disintegrate, Fire Snake, The Publican, Volcanic Storm, Crystal Ball, Oparal, The Fiend,

    Displayed: Radovan, Create Mindscape, Shapechange,
    Deck: 12 Discard: 4 Buried: 0
    Hero Points: 2
    reroll used 6D
    NOTES:
    Available Support: Blessings are available for use. (Osiris can be used to add d4 to healing check or cards shuffled into deck.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Movement: Order for my movement: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
    Other: Loot Pref: Do I need any?

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Staff of Greater Necromancy, Venster Arabasti, Magnetic Grimoire, Corrosive Storm, Twisted Space#Core, Blessing of Osiris, Life Drain, Shocking Sawtooth Saber, Ice Chemist, Samisen of Oracular Vision, Blessing of the Gods
    Recharged: Rodrick,
    Discard Pile:Blessing of Master of Masters, Blessing of the Seventh Veil, Ice and Fire, i1Zellara's Harrow Deck,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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

    SCION OF CHELIAX
    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) (☑ or an ally that lists Diplomacy in its check to acquire) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
    ☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
    ☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
    ☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3)

    Seige 7,1,(Random 6,9,11,12,13,14) remain // 1=Kazavon,, 7=Grey Maiden Footsoldier
    Location #1: Den Of Iniquity 1-5 remain
    Location #2: Boat 1-4 remain
    Location #3: Library 1-5 remain
    Ukuja, Varian, Heggal - Location #4: Tavern 1-5 remain
    Location #5: Ossuary 1-4 remain
    Location #6: Arsenal 1-7 remain
    "Aric - Location #7: Base 3, 5-11 remain // 3. Laori Vaus, 5. Vencarlo Orisini, 6. Krojun Eats-what-he-kills, 7: Trinia Sabor, 8: Grandmaster Boule, 9:Neolandus
    No longer at Base: Cressida Kroft, Marcus Endrin, Amin Jalento, Shadowcount Sial, Thousand Bones, Keppira D'bear, Sabina Merrin
    "


    deck handler

    Out of Turn Updates:
    On Ukuja's turn, encounter summon:

    Mobogo:

    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.

    Reveal Salvator Scream for +1d4+3
    Put Vengeful Storm into Recovery for Divine+1d8+1d10+1d12
    Combat DC25: 1d8 + 5 + 1d8 + 1d10 + 1d12 + 1d4 + 3 + 1d6 ⇒ (7) + 5 + (5) + (4) + (10) + (4) + 3 + (4) = 42 ==> Defeated

    Turn Order: Varian, Heggal, Aric, Ukuja,
    Turn: Turn 10: Cayden Cailean's Revelry
    Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #4: Tavern
    Explore:

    #7: 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.

    Reveal Salvator Scream for +1d4+3
    Create Mindscape for +1d4
    Scenario for +1d4
    Diplomacy DC6+7: 1d10 + 2 + 1d4 + 3 + 1d4 + 1d4 ⇒ (2) + 2 + (2) + 3 + (4) + (2) = 15 ==> Defeated

    End Turn:
    Recovery:
    Reveal Salvator Scream for +1d4+3
    Recharge Lyrune-Quah Truthspeaker for+1d6
    Vengeful Storm, Divine DC16: 1d8 + 5 + 1d4 + 3 + 1d6 ⇒ (6) + 5 + (3) + 3 + (4) = 21 ==> Recharged.
    Heal 2 cards ==> Flaming Longsword +3, Blessing of Cayden Cailean

    Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Kazavon's Shield, Belt of Physical Might (Core), Salvator Scream, Ruan Mirukova, The Keep, Blessing of Angradd, Grayflame Mace +2,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Current Location: #4: Tavern
    Hero Points: 0
    Tier.XP : 6.4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed (Keep bless 2x vs barriers)
    Salvator Scream: Local Knowledge or Perception +1d8
    Ruan Mirukova: +1d4 local check
    Kazavon's Shield: +1d6 vs Dragon or Incorporeal
    Movement: If current location closes: NA

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Flaming Longsword +3, Sklar-Quah Thundercaller, Chain Mail (Core), Evangelist, Righteousness, Blessing of the Oathkeeper, Grappler's Mask, Ukwar Axe, Lyrune-Quah Moon Maiden, Lyrune-Quah Truthspeaker, Vengeful Storm, Blessing of Shizuru, Burst of Glory
    Recharged:
    Discard Pile: Blessing of Abadar,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 (3)

    Seige 1, (Random 6,9,11,12,13,14) remain // 1=Kazavon
    Location #1: Den Of Iniquity 1-5 remain
    Location #2: Boat 1-4 remain
    Location #3: Library 1-5 remain
    Ukuja, Varian, Heggal - Location #4: Tavern 1-5 remain
    Location #5: Ossuary 1-4 remain
    Location #6: Arsenal 1-7 remain
    "Aric - Location #7: Base 3, 5-11 remain // 3. Laori Vaus, 5. Vencarlo Orisini, 6. Krojun Eats-what-he-kills, 7: Trinia Sabor, 8: Grandmaster Boule, 9:Neolandus
    No longer at Base: Cressida Kroft, Marcus Endrin, Amin Jalento, Shadowcount Sial, Thousand Bones, Keppira D'bear, Sabina Merrin
    "


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Recharge the Paladin for Ukuja

    Hour is Norgorber's Shadow: On your Stealth check or your check that invokes the Poison trait, add 1d4.

    Start of turn, switch to TRR.

    Move to Tavern. End of Move step, examine top card of Siege Deck: Kazavon. each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.

    Acrobatics 12: 1d10 + 2d4 + 6 ⇒ (10) + (3, 4) + 6 = 23 For the combats, reveal Seriththial for Acrobatics+1d12+2d6+4.Vulnerability to Slashing adds 4

    Combat 30: 1d10 + 1d12 + 2d6 + 1d4 + 14 ⇒ (8) + (7) + (6, 6) + (2) + 14 = 43
    Combat 30: 1d10 + 1d12 + 2d6 + 1d4 + 14 ⇒ (8) + (2) + (1, 4) + (4) + 14 = 33 Defeated!

    Banish Cards: 1d4 ⇒ 2 Banish 2 cards

    Pausing for a BR Update; lots of cards have been moved around.


    Deck Handler Desired upgrades meh

    Pretty sure Aric had to discard The Paladin.

    acrobatics 12 revealing Belt of Physical Might (Core), aided by scenario: 1d10 + 2d4 + 5 ⇒ (6) + (3, 1) + 5 = 15


    deck handler

    Reveal Salvator Scream for +1d4+3
    Reveal Belt of Physical Might (Core) for +1d4
    Scenario for +1d4
    Dexterity DC12: 1d6 + 1d4 + 3 + 1d4 + 1d4 ⇒ (3) + (3) + 3 + (1) + (3) = 13 ==> Success


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Will use firesnake for Kazavon BYA
    Arcane Check DC 12: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (3) = 19 Success


    Update posted. However, I request that Aric do not continue his turn until the remaining Mobogo and Boggard Champion encounters are resolved by Aric, Ukuja and Varian (6 encounters in total). These encounters should be made with players current hands to minimize complexity in retconning, but all efforts should be made to sequence the encounters correctly relative to the powers of Warband and Mobogo if possible.

    ========================================================

    During This Adventure: PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || SUPPORTERS

    During This Scenario:

  • On all non-combat checks, add 1d4.
  • Keppira D'Bear displayed: On all checks against undead banes, add 1d4.

  • For your exploration at any location other than the Base, encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.

  • If you defeat Kazavon and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon Reborn back into it.

  • When the last location closes, you lose.
  • To win, empty the siege pile.

    Additional Rules: =
    THREAT LIST:

  • Danger: Dragon
  • Non-Closing Henchmen: Dragon*4, Cultist*4, Kazavon

    Scenario Level (#): 7

    Turn: 11, Aric/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Warsworn
    CotCT
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 26
    Immune to Mental and Poison.
    Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
    If undefeated, suffer the scourge Drained.

    Spoiler:
    Cave Bear
    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.

    Spoiler:
    Corpse Lotus
    CotCT
    Monster 5
    Traits:
    Plant
    Veteran
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Acid and Electricity.
    If you are at a Wild location, the difficulty to defeat is increased by #.
    If undefeated, each local character suffers the scourge Entangled.

    Spoiler:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.

    Spoiler:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    Barriers
    Spoiler:
    Ambush
    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.

    Spoiler:
    Foes On All Sides
    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.

    Spoiler:
    Evil Eye
    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.

    Spoiler:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Spoiler:
    Flanking Attack
    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
    Spoiler:
    Keen Spiked Chain
    CotCT
    Weapon 5
    Traits:
    2-Handed
    Chain
    Finesse
    Magic
    Melee
    Piercing
    To Acquire:
    Strength
    Acrobatics
    Melee 15
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

    Spoiler:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

    Spoiler:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

    Spoiler:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Meteor Swarm
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Bludgeoning
    Magic
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.


    Spoiler:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.


    Spoiler:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    Repulsion
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    Display. While displayed:
    * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.


    Spoiler:
    Boneshatter
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.


    Armors
    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

    Spoiler:
    Angelic Armor
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Loot
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Spoiler:
    Trifaccia's Mantle
    CotCT
    Armor 7
    Traits:
    Light Armor
    Loot
    To Acquire:
    Constitution
    Arcane
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a Human bane, you may draw this card to add 1d10.

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Dread Helm
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.

    Items
    Spoiler:
    The Lost Harrows
    CotCT
    Item 6
    Traits:
    Gambling
    Harrow
    Magic
    Tool
    To Acquire:
    Intelligence
    Knowledge 12
    Display and choose any skill. While displayed:
    * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    * When you fail a check using that skill, bury this card.

    Spoiler:
    Third Eye
    CotCT
    Item 6
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 13
    Display. While displayed:
    * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    * On your Perception check, you may freely draw this card to add 1d10.
    * You may freely reload to ignore a power that happens when you examine a card.

    Spoiler:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

    Spoiler:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.


    Allies
    Spoiler:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Spoiler:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

    DURING RECOVERY
    You may discard the bottom card of your deck to reload this card.


    Spoiler:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Spoiler:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.

    Spoiler:
    Guide
    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.

    Blessings
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.

    Current Hour:

    Norgorber's Shadow:
    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.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Ukuja/Bigguyinblack
    Lamashtu's Madness
    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.
    Hourglass Card 2 Varian/Zalarian:
    Spoiler:
    Hourglass Card 2 Varian/Zalarian
    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.
    Hourglass Card 3 Heggal/kuey:
    Spoiler:
    Hourglass Card 3 Heggal/kuey
    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.
    Hourglass Card 4 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Aric/AAUGHWHY
    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.
    Hourglass Card 5 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Ukuja/Bigguyinblack
    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.
    Hourglass Card 6 Varian/Zalarian:
    Spoiler:
    Hourglass Card 6 Varian/Zalarian
    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.
    Hourglass Card 7 Heggal/kuey:
    Spoiler:
    Hourglass Card 7 Heggal/kuey
    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.
    Hourglass Card 8 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Aric/AAUGHWHY
    The Cyclone
    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.
    Hourglass Card 9 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Ukuja/Bigguyinblack
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 10 Varian/Zalarian:
    Spoiler:
    Hourglass Card 10 Varian/Zalarian
    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.
    Hourglass Card 11 Heggal/kuey:
    Spoiler:
    Hourglass Card 11 Heggal/kuey
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 12 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 Aric/AAUGHWHY
    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.
    Hourglass Card 13 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Ukuja/Bigguyinblack
    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.
    Hourglass Card 14 Varian/Zalarian:
    Spoiler:
    Hourglass Card 14 Varian/Zalarian
    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.
    Hourglass Card 15 Heggal/kuey:
    Spoiler:
    Hourglass Card 15 Heggal/kuey
    Gozreh's Growth
    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.
    Hourglass Card 16 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 Aric/AAUGHWHY
    Erastil's Eye
    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.
    Hourglass Card 17 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Ukuja/Bigguyinblack
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 18 Varian/Zalarian:
    Spoiler:
    Hourglass Card 18 Varian/Zalarian
    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.
    Hourglass Card 19 Heggal/kuey:
    Spoiler:
    Hourglass Card 19 Heggal/kuey
    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.

    Siege Deck
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
    Siege Deck Card 1:

    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.
    Siege Deck Card 2:

    Baykok
    CotCT
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 21
    When examined, suffer 1d6 Force damage.
    Immune to Mental and Poison.
    Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
    If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
    Siege Deck Card 3:

    Skeletal Minotaur
    CotCT
    Monster 5
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 23
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
    Siege Deck Card 4:

    Obsession of Servitude
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, move to a random location.
    * Evade boons you encounter.
    * You may not play boons except during encounters with banes.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Siege Deck Card 5:

    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.
    Siege Deck Card 6:

    Kazavon
    CotCT
    Story Bane 7
    Type: Monster
    Traits:
    Dragon
    Fighter
    To Defeat:
    Combat 30
    THEN Combat 30
    Immune to Electricity.
    Resistant to Attack.
    Vulnerable to Slashing. All damage is Electricity.
    Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
    While acting, distant characters cannot play cards or use powers.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Den Of Iniquity Card 1:
    Wolverine
    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.
    Den Of Iniquity Card 2:
    Staff of Greater Necromancy
    CotCT
    Item 6
    Traits:
    Arcane
    Attack
    Divine
    Loot
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 12
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.
    Den Of Iniquity Card 3:
    Venster Arabasti
    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.
    Den Of Iniquity Card 4:
    Whisper of the First Lie
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 14
    On a local Diplomacy check, freely recharge to add your Diplomacy.
    On a local Diplomacy check, freely discard to reroll any number of dice.
    When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
    Den Of Iniquity Card 5:
    Kazavon's Shield
    CotCT
    Armor 6
    Traits:
    Loot
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Location #2: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Boat Card 1:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
    Boat Card 2:
    Dancing Dagger
    CotCT
    Weapon 6
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 17
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
    On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Boat Card 3:
    Ring of Splendid Security
    CotCT
    Item 7
    Traits:
    Accessory
    Loot
    To Acquire:
    Banish A Boon 0
    When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
    On your check against a bane, freely reload to add 7.
    Boat Card 4:
    Pegg and Louie
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Wisdom
    Survival 13
    OR Suffer The Scourge Frightened 0
    When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
    Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

    Location #3: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Library Card 1:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.

    Library Card 2:
    Enchant Weapon
    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.
    Library Card 3:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.
    Library Card 4:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 16
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.

    Library Card 5:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Location #4: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Bigguyinblack, Varian/Zalarian, Create Mindscape displayed
    Tavern Card 1:
    Asyra
    CotCT
    Ally 5
    Traits:
    Arcane
    Eidolon
    Outsider
    Promo
    To Acquire:
    Arcane
    Divine 13
    On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
    Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
    Tavern Card 2:
    Brooch of Protection
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Fortitude 10
    Display. While displayed:
    * When you suffer Combat or Force damage, reduce it by 1.
    * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
    * When this card has 6 markers, bury it.
    Tavern Card 3:
    Aerilaya
    CotCT
    Ally 5
    Traits:
    Banshee
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Weapon 0
    Display. While displayed:
    * On local combat or Constitution checks, add 1d6.
    * At the end of the turn, banish.
    Bury to explore; you may bury a weapon to reload instead.
    Tavern Card 4:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Tavern Card 5:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Ossuary Card 1:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ossuary Card 2:
    Icy Prison
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.

    Ossuary Card 3:
    Sawtooth Saber
    CotCT
    Weapon 3
    Traits:
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    Veteran
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
    Ossuary Card 4:
    Scabbard of Keen Edges
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 12
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

    Location #6: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Heggal/kuey, None
    Arsenal Card 1:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    Arsenal Card 2:
    Shocking Sawtooth Saber
    CotCT
    Weapon 6
    Traits:
    Electricity
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 16
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.
    Arsenal Card 3:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
    Arsenal Card 4:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
    Arsenal Card 5:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Arsenal Card 6:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Arsenal Card 7:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #7: 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 ?: 8
    Located/Displayed Here: Aric/AAUGHWHY, None
    Base Card 1 (Laori Vaus):
    Laori Vaus
    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.
    Base Card 2 (Vencarlo Orisini):
    Vencarlo Orisini
    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.
    Base Card 3 (Krojun Eats-what-he-kills):
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 4 (Trinia Sabor):
    Trinia Sabor
    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.
    Base Card 5 (Grandmaster Boule):
    Grandmaster Boule
    CotCT
    Supporter 6
    Traits:
    Human
    Rogue
    Display. While displayed:
    * You may bury to examine the top card of a location; if it is a boon, draw it.
    * ? On your check to acquire, you may bury a card to add 1d10.
    Base Card 6 (Neolandus Kalepopolis):
    Neolandus Kalepopolis
    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.
    Base Card 7:
    Truthspeaker Akram
    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.
    Base Card 8:
    Ishani Dhatri
    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.


  • Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Totally missed the Multiple Mobogo's and champions. Shadowcount was used to evade one of the Mobogo's and Varian already dealt with 1 champion. That leaves two for Heggal and one more for Varian or Ukuja to fight.

    Boggard Champion:
    Boggard Champion
    Story Bane Monster 2

    Traits:
    Boggard
    Barbarian
    Aquatic
    Veteran

    Check:
    Combat
    11+##

    Powers:
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d12.

    If undefeated, bury a random card from your discards and suffer the scourge Frightened.

    Varian will use Volcanic Storm
    Arcane Check DC 11+7+7=25: 1d12 + 6 + 3d6 ⇒ (10) + 6 + (4, 3, 6) = 29 Success

    "

    Varian wrote:

    Hand: Disintegrate, Crystal Ball, Oparal, The Publican, The Fiend,

    Displayed: Radovan, Create Mindscape, Shapechange,
    Deck: 12 Discard: 6 Buried: 0
    Hero Points: 2
    reroll used 6D
    NOTES:
    Available Support: Blessings are available for use. (Osiris can be used to add d4 to healing check or cards shuffled into deck.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Movement: Order for my movement: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
    Other: Loot Pref: Do I need any?

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Corrosive Storm, Ice Chemist, Samisen of Oracular Vision, Blessing of Osiris, Life Drain, Twisted Space#Core, Shocking Sawtooth Saber, Blessing of the Gods, Venster Arabasti, Magnetic Grimoire, Staff of Greater Necromancy
    Recharged: Rodrick,
    Discard Pile:Blessing of Master of Masters, Blessing of the Seventh Veil, Ice and Fire, i1Zellara's Harrow Deck, Fire Snake, Volcanic Storm,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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

    SCION OF CHELIAX
    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) (☑ or an ally that lists Diplomacy in its check to acquire) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
    ☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
    ☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
    ☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]

    "


    deck handler

    Out of turn updates:
    Encounter 2 x Boggard Champion

    Boggard Champion:

    Story Bane Monster 2
    Traits:
    Boggard
    Barbarian
    Aquatic
    Veteran
    Check:
    Combat
    11+##
    Powers:
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d12.
    If undefeated, bury a random card from your discards and suffer the scourge Frightened.

    Reveal Salvator Scream for +1d4+3
    Reveal Grayflame Mace +2 for Melee+1d8+2
    Reveal Belt of Physical Might (Core) for +1d4
    Location for +1

    1st one:
    Recharge Blessing of Angradd for +Divine (due to Grayflame Mace +2)
    Combat DC11+14: 1d8 + 5 + 1d8 + 2 + 1d4 + 3 + 1d4 + 1 + 1d8 + 5 ⇒ (5) + 5 + (7) + 2 + (3) + 3 + (3) + 1 + (6) + 5 = 40 ==> Defeated

    2nd one:
    Recharge Ruan Mirukova for +1d4
    Combat DC11+14: 1d8 + 5 + 1d8 + 2 + 1d4 + 3 + 1d4 + 1 + 1d4 ⇒ (2) + 5 + (4) + 2 + (4) + 3 + (4) + 1 + (1) = 26 ==> Defeated
    Heal a card ==> Blessing of Abadar


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    I did discard The Paladin for Ukuja, I just typed the wrong thing.

    Continuing my turn. Hour is still Norgorber's Shadow: On your Stealth check or your check that invokes the Poison trait, add 1d4.

    It's clear that all of the attacks on Kazavon are starting to wear the dragon and his forces down, with large swathes of his army deserting. Still, some remain loyal; The Red Raven catches one such Siege Deck 1: Cultist trying to infiltrate the Tavern. Free Explore. Reveal Serithtial for Acrobatics+1d12+2d6+4.

    Combat 20: 1d10 + 1d12 + 2d6 + 1d4 + 10 ⇒ (10) + (6) + (6, 1) + (2) + 10 = 35

    The Red Raven defeats the cultist but failed to prevent their ritual from completing. Reinforcements begin to appear in the Tavern, starting with a Siege Deck 2: Baykok. Discard Blessing of the Vaultmaster to explore again. BA doesn't apply. For the combat, reveal Seriththial for Acrobatics+1d12+4. Keppira adds 1d4.

    Combat 21: 1d10 + 1d12 + 2d4 + 10 ⇒ (6) + (12) + (2, 3) + 10 = 33

    The Baykok goes down but the reinforcements keep coming. This time it's a Siege Deck 3: Skeletal Minotaur. Discard Blessing of Zon-Kuthon to explore again.

    BA Stealth 10: 1d10 + 3d4 + 6 ⇒ (9) + (3, 3, 4) + 6 = 25 For the combat, reveal Serithtial for same dice as Baykok
    Combat 23: 1d10 + 1d12 + 2d4 + 10 ⇒ (4) + (3) + (3, 4) + 10 = 24

    As the minotaur falls, the runes on the outside of the summoning circle begin to glow. That's not a good sign... End of turn, examine Siege Deck 4: Obsession of Servitude. On examine, switch to Aric.

    "

    Aric wrote:

    Hand: Evangelist, Ring of Splendid Security, Corrosive Backsword +4 (Finesse), The Lost Harrows, Dandy Brute, Isiem, Serithtial,

    Displayed: Silver War Paint, Glamered Leather Armor, Thousand Bones, Sabina Merrin, Keppira D'Bear, Cockroach Coat,
    Kit: Shadowless Sword (Finesse), Mask of the Red Raven, Dreamstalker,
    Deck: 8 Discard: 4 Buried: 0
    NOTES:
    Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

    Evangelist: Recharge for +1d4 on any local check
    Isiem: Recharge for +1d6 and Cold or Fire or Poison to combat
    Other: Thousand Bones:
    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.

    Sabina Merrin:
    * On your checks against Gray Maiden cards, add 1d4.
    * ? When a character suffers damage, you may bury to reduce it to 0.

    Keppira D'Bear:
    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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortune Teller, Vampiric Backsword +3 (Finesse), Blessing of Bastet, Heister, Lockpick Shield, Blessing of the Ancients, Ausio Carowyn, Blessing of the Midnight Lord
    Recharged:
    Discard Pile: The Paladin, Quick-Change Mask, Blessing of The Vaultmaster, Blessing of Zon-Kuthon,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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
    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) ([X] 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

    Spoiler:
    Strength d6 [ooc]☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 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) ([X] 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 monster ([X] 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

    "


    Deck Handler Desired upgrades meh

    Lamashtu's Madness: When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1.

    Start of turn put Blackjack's Daggers into kit, Draw Blessing of the Green Faith (2) from kit.

    Siege Deck Card 4: Obsession of Servitude:

    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, move to a random location.
    * Evade boons you encounter.
    * You may not play boons except during encounters with banes.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.

    wisdom 11 revealing Headband of Inspired Wisdom, aided by Create Mindscape, aided by Aspect of the Bull: 2d10 + 1d4 + 6 ⇒ (7, 8) + (2) + 6 = 23

    Major Cure on Varian then heal 1: 1d4 + 1 ⇒ (1) + 1 = 2

    Reload Leryn to examine next 2 cards: Card 5 Henchman Proxy A3/Dragon, Card 6 Kazavon. Leave them in that order. Pausing to discuss.


    deck handler

    Forgot to post Heggal's hand after that all that Boggards. Also, I think he should be at Tavern, not Arsenal?

    "

    Heggal (Life of the Party) wrote:

    Hand: Kazavon's Shield, Belt of Physical Might (Core), Salvator Scream, The Keep, Grayflame Mace +2,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Current Location: #4: Tavern
    Hero Points: 0
    Tier.XP : 6.4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed (Keep bless 2x vs barriers)
    Salvator Scream: Local Knowledge or Perception +1d8
    Ruan Mirukova: +1d4 local check
    Kazavon's Shield: +1d6 vs Dragon or Incorporeal
    Movement: If current location closes: NA

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Mail (Core), Blessing of Shizuru, Vengeful Storm, Burst of Glory, Blessing of Abadar, Evangelist, Flaming Longsword +3, Blessing of Cayden Cailean, Blessing of the Oathkeeper, Lyrune-Quah Moon Maiden, Ukwar Axe, Grappler's Mask, Lyrune-Quah Truthspeaker, Righteousness, Blessing of Angradd, Sklar-Quah Thundercaller, Ruan Mirukova
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    "


    Deck Handler Desired upgrades meh

    Continued. Moving everyone but Ukuja to Arsenal by burying Marcus Endrin. Discard Blessing of the Green Faith (2) to explore.

    Siege Deck Card 5: Henchman Proxy A3/Dragon:

    Story Bane Monster 3

    Traits
    Dragon
    Veteran

    Check
    Combat
    16+##
    OR
    Diplomacy
    12+#

    Powers
    Roll 1d4. This monster gains the trait, is immune to, and all damage is:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.

    trait?: 1d4 ⇒ 1 Acid

    acrobatics 5 +7 revealing Belt of Physical Might (Core): 1d10 + 1d4 + 5 ⇒ (8) + (2) + 5 = 15

    combat 16 +7 +7 revealing Wendifisa Spear for survival, discarding Wendifisa Spear, revealing Fire Gecko, revealing Headband of Inspired Wisdom, freely reloading Returning Totem Spear, aided by the hour, aided by Create Mindscape, : 1d10 + 2d12 + 2d4 + 1d8 + 11 ⇒ (1) + (10, 1) + (4, 4) + (1) + 11 = 32

    Ukuja ends their turn.

    Ukuja attempts to recover all cards in their Recovery pile.
    Major Cure: Divine 10: 1d10 + 1d4 + 7 ⇒ (3) + (4) + 7 = 14 -> Major Cure recharged discarded.

    Ukuja resets their hand.

    Ukuja wrote:

    Hand: Returning Totem Spear, Belt of Physical Might (Core), Ring of Energy Resistance, Fire Gecko, Headband of Inspired Wisdom, Cure, Blessing of the Green Faith (1), Blessing of Abadar,

    Displayed: Leryn (Hunter Class Deck), Python, Aspect of the Bull,
    "Current Location: Tavern
    Kit: Balmberry, Blackjack's Rapier, Blackjack's Daggers, "
    Deck: 12 Discard: 2 Buried: 2
    "NOTES:
    Available Support: Folio reroll: Used

    Returning Totem Spear: If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.

    Movement: Move me to Tavern if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Milani, Dwarf Caiman, Huntsman's Greatsword +2, Pteranodon, Moon Maiden Armor, Blackjack's Gear, Elk, Shadowcat, Druid of the Green Faith, The Midwife, Call Animal
    Recharged: Major Cure,
    Discard Pile: Blessing of the Green Faith (2), Wendifisa Spear,
    Buried Pile: Shadowcount Sial, Marcus Endrin,
    "
    Skills and Powers:
    SKILLS
    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: 2
    Respect Points 9

    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
    Fortitude: Constitution +2
    Perception: Wisdom +2

    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 ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] 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.

    Siege deck card 5 banished. Card 6 examined and is Kazavon.


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Out of Turn Updates: None
    Turn Order: Ukuja, Varian, Heggal, Aric
    if random character, using Self as #1

    Turn - Hour: 13 - Hourglass Card 2 Varian/Zalarian
    Zon-kuthon's Pain...updated..see below

    Hour Rules: updated .see below

    SOT:

    Draw #(7) Cards and recharge #(7) Cards
    Draw: Blessing of the Gods, Samisen of Oracular Vision
    Magnetic Grimoire, Ice Chemist, Life Drain, Twisted Space#Core, Venster Arabasti

    Recharge: Life Drain, Twisted Space#Core, Samisen of Oracular Vision,
    Crystal Ball, Oparal, Ice Chemist, The Fiend

    Will discard Venster to draw top blessing into hand (Zon-Kutho's Pain). Top blessing is Lamashtu's madness which adds 1 to monster checks but also adds 1 to damage

    Give Card: None
    Move: Stay at Arsenal
    Location Powers: On your combat check, add 1 for each weapon played.

    "

    Kazavon:
    Kazavon
    Story Bane Monster 7

    Traits:
    Dragon
    Fighter
    Electricity

    Check:
    Combat
    30
    THEN
    Combat
    30

    Powers:
    Immune to Electricity. Resistant to Attack. Vulnerable to Slashing. All damage is Electricity.

    Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.

    While acting, distant characters cannot play cards or use powers.

    "

    First off everyone must make a check for BYA...Ukuja gets +1 and everyone else gets d4+1 (grimoire and hour)
    Shapechange means I have d12+2 for dex.
    Will recharge Zon-Kuthon's Pain for Urban assistance to add 1d4+1
    Acrobatics Check DC 12: 1d12 + 3 + 1d4 + 1 + 1d4 + 1 ⇒ (11) + 3 + (3) + 1 + (2) + 1 = 21 Success

    I will do the 2nd check so that Grimoire is usable for first one

    Will use disintegrate along with the publican to bless twice. Grimoire adds 1d4 and hour adds 1 and will recharge grimoire for urban assistance; finally Kazavon is resistant to attack trait
    Arcane Check DC 30: 1d12 + 6 + 4d6 + 2d12 + 1d4 + 1 + 1d4 + 1 - 4 ⇒ (4) + 6 + (3, 2, 6, 2) + (12, 6) + (2) + 1 + (2) + 1 - 4 = 43 Success

    I have blessing that allows double bless due to the hour.

    Up to the others to complete our victory on Kazavon


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    When Varian encounter Kazavon, switch to TRR

    Kazavon BA Acrobatics 12, revealing Evangelist: 1d10 + 2d4 + 7 ⇒ (6) + (1, 3) + 7 = 17

    Ok; time to nuke the dragon. From me: reveal Serithtial for Acrobatics+1d12+2d6+4. Vulnerability adds 4. Location adds 1. Recharge Isiem to add 1d6 and Fire. Freely reload Ring of Splendid Security for +7. Cloak adds 1d4[/dice]

    [ooc]From Varian: Discard the Publican to Bless 2x. Use Power to recharge check for +1d4+1. Reveal Grimoire for +1d4

    From Heggal: Reveal Kazavon's Sheild for +1d6 and magic

    Hour adds 1

    Combat 30: 3d10 + 1d12 + 4d6 + 3d4 + 24 ⇒ (9, 1, 10) + (7) + (2, 5, 5, 5) + (1, 1, 1) + 24 = 71 I think he's dead...


    COMPLETED SCENARIO 7A: The Inevitable Betrayal

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Party -> Tier 6, 5XP

    SCENARIO REWARD:

  • When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.

  • (BR's Notes: Like the AP reward you all previously earned, this applies to all of your characters, as long as they are playing in a scenario that includes the Curse of the Crimson Throne path. Unlike the AP reward, this is treated more like a standard Loot card in that you do have to actually trade away a Blessing to pick from the pool of Harrow blessings.)
  • (BR's Notes, Part 2: Any research you did when picking your Harrowing blessing at the start of this scenario might pay off - you may have already found a shortlist of Harrow blessings that you think are particularly good. Have fun!)

    DEVELOPMENT:

    If you wanted to avoid ruling Korvosa for the rest of your natural born days, that was not the way to do it. The citizenry enshrines your names in the history books as dragonslayers. What the Esoteric Order of the Palatine Eye could not do, you have done.

    When you have time, you will enjoy your victory. For now, Korvosa needs you.

    PERSONALIZED DEVELOPMENT:
    Once again, you have defeated the undefeatable - what the Esoteric Order of the Palatine Eye could not do, you have done. Korvosa mourns; the reborn Kazavon having caused so much destruction in the scant hours it had been brought to this city, and at Neolandus' advice you call for a week of mourning - an event that will become known as the Crimson Festival in later years as it becomes a time to celebrate the defeat of the tyrant Ileosa Aarabasti.

    In this time, you assist Neolandus, Cressida, Marcus and Sabina with rebuilding the forces of law and order - now freed from the corrupting influence of the former Queen and her twisted perversion of the Gray Maidens - and act as the united faces of Korvosa, a group the citizenry have taken to calling the 'Dragonslayer Council'.

    As time passes and order is restored to Korvosa, most of you resign your posts; passing ever-more of your authority into the new echelons of government formed in Ileosa's wake.

    Ukuja's drive to protect the city from its hellish influences did not extend to leadership, and when the wilds called he returned to them with his trusted animal companions in tow, leaving nothing behind but a short letter for the rest of the council. The following morning, Vencarlo Orisini will discover Blackjack's uniform having been returned to him in the night, folded and left on the desk of his office.

    Heggal was the second to leave, exhausted by the trappings of authority and yearning for the freedom of drink and uninhibited celebration that was so 'improper' for a head of state to display. Sharing one last drink with the Council, he makes his heartfelt farewell; returning to the road with many new stories to share with the companions he makes along the way.

    Aric, Varian and Radovan remain for some months, butting heads on a number of political issues, whilst the Red Raven had not been seen since Kazavon's demise. Aric's repeated push for ever-more radical reforms to grant increasing powers to the populace at large ultimately competed with Varian's more moderate proposals, driven by concern over the turbulence such governance changes would cause at the time. Radovan showed little interest in either side, avoiding as many Council meetings as he was able to find excuses for.

    Eventually, whilst both politically savvy and motivated, neither Varian nor Aric will find the life of leadership suited to their needs, and behind closed doors they make a pact. Once they both give all they can to this city, they - and Radovan - will dub Cressida Kroft Korvosa's newest queen, and disband the council to go their separate ways until circumstance or need calls them together again.

    If peril comes to Korvosa once again in your lifetimes, you all know you will return to defend it.

    ACQUIRED CARDS:

    The Fiend (Blessing 1)
    Ring of Energy Resistance (Item 6)
    Shapechange (Spell 6)
    Corrosive Storm (Spell 6)

    (No, the remaining cards in locations aren't explicitly acquired, oddly enough. I guess because it's the ultra-final scenario.)

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