
Varian 12789 |

Out of Turn Updates:
Need to summon and encounter Boggard Champion and not Mobogo -- thankfully not at the boat
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
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
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
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
"
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?
Recharged: Rodrick,
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
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"

Heggal - ACG kuey |

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

AAUGHWHY's PFSACG Aric/TRR |

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.

Ukuja the sailor |

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

Heggal - ACG kuey |

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

Varian 12789 |

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

BR Yewstance |

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:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 7
Turn: 11, Aric/AAUGHWHY
Monsters
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.
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 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
CotCT
Monster 6
Traits:
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
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 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 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 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Weapons
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
CotCT
Weapon 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.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Weapon 6
Traits:
Fire
Magic
Melee
Ranged
Spear
To Acquire:
Strength
Melee
Ranged
Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
CotCT
Spell 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.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
Display. While displayed:
* When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Attack
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
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 7
Traits:
Light Armor
Loot
To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card to add 1d10.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
CotCT
Item 5
Traits:
Accessory
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.
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
CotCT
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
Core
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
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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.
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
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:
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
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The 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.
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.
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.
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.
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 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
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.
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.
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.
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.
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.
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
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
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
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.
CotCT
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
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Core
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
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
CotCT
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.
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
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.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
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
CotCT
Weapon 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
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+#.
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
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 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
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 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.
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 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.
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 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 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.

Varian 12789 |

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.
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
"
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?
Recharged: Rodrick,
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
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]

Heggal - ACG kuey |

Out of turn updates:
Encounter 2 x 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

AAUGHWHY's PFSACG Aric/TRR |

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.
"
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
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:
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) ([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
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) ([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

Ukuja the sailor |

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.
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.

Heggal - ACG kuey |

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

Ukuja the sailor |

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

Varian 12789 |

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.
"
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

AAUGHWHY's PFSACG Aric/TRR |

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...

BR Yewstance |

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:
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.
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.)