[Gameday VIII][PACS] Year of Rotting Ruin by BR Akaitora

Game Master Akaitora

Year of Rotting Ruin Adventure Path.

Turn Order:
1 - Quinn/MatsuKurisu
2 - Seoni/cartmanbeck
3 - Ukuja/Bigguyinblack
4 - Grenek/AAUGHWHY
5 - Enora/EmpTyger

Hand and Loot Tracker

Current Scenario: 2B - Spoiled Victuals
Scenario #: 2
Current Scenario Harrow Suit: Shields


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Deck Handler Desired upgrades: Ally 2

The Peacock: When this is the hour: On your check, if no boons are played, it is blessed.

Leryn examines top of Campsite: Elven Curve Blade.

Move to Plaza.

Cast Soothing Word on Gobloni healing her for 1 and removing Wounded.

Angelstep targeting Gobloni healing: 1d4 + 1 ⇒ (4) + 1 = 5

Taking free explore. Choosing Random Armor #1 instead of Leather Armor.

Plaza Card 5: Studded Leather Armor:

CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

fortitude 4 blessed by hour: 2d6 + 2 ⇒ (6, 4) + 2 = 12

Discard Dwarf Caiman. Banish random weapon #1 Dagger.

Plaza Card 6: Longbow:

Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

ranged 7 blessed by hour: 2d10 + 2 ⇒ (2, 8) + 2 = 12

Ukuja ends their turn. Recharge Dwarf Caiman from discard.

Ukuja attempts to recover all cards in their Recovery pile.
Soothing Word: Divine 8: 2d10 + 3 ⇒ (1, 8) + 3 = 12 -> Soothing Word recharged.
Angelstep: Survival 9: 2d10 + 5 ⇒ (1, 5) + 5 = 11 -> Angelstep recharged .

Ukuja resets their hand.

Ukuja wrote:

Hand: Longbow, Cure, Blessing of the Green Faith (1), Raven, Blessing of the Green Faith (2), Wendifisa Spear, Blessing of Milani,

Displayed: Leryn (Hunter Class Deck), Python, Studded Leather Armor,
Deck: 9 Discard: 1 Buried: 0
"Current Location: Plaza
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll:

Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.

Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.

Longbow: on another character's combat check, freely discard to add 1d8.
Movement: Move me to Stable 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): Hatchet, Blessing of the Elements, Call Animal, Frilled Lizard, Stone Axe +1, Fire Gecko
Recharged: Dwarf Caiman, Soothing Word, Angelstep,
Discard Pile: Bloodscent,
Buried Pile:
"
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

Favored Card: Weapon
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

Plaza card 5 banished.
Plaza card 6 acquired.
Random weapon 1 banished.
Random armor 1 acquire.

Gobloni is no longer wounded and was healed for 6.


Grenek's Deck Handler // Searching For: Weapon 1 > Item 1 > Armor B > Item B

During Quinn's Turn, Discard Potion of Fortitude to bite Sczarni Thief

Hour is The Midwife: At the start of your turn, summon and encounter a monster.

Crocodile:

Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

DEX 6: 1d6 ⇒ 6 Convenient!

Grenek opens a room in the Ruin and screams in terror as a hungry Crocodile lunges at him! Quinn quickly points out that it was just a stuffed animal that fell down. Quinn directs Grenek to the Card 3: Shock Glaive he saw earlier. Bury Card from discards to rage and add Fort

Melee 14: 1d10 + 1d8 + 5 ⇒ (10) + (5) + 5 = 20

Grenek picks it up and looks around he room some more. He finds a Card 2 Magic Chain Shirt. Discard Recruit to explore again

Fortitude 7: 1d8 + 2 ⇒ (7) + 2 = 9

Grenek is going to be invincible! Display Magic Chain Shirt

End turn

"

Grenek wrote:

Hand: Shock Glaive, Quarterstaff (Core), Mattock, Greatsword, Longspear,

Displayed: Magic Chain Shirt,
Deck: 10 Discard: 1 Buried: 1
Hero Points:
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (Use Longspear, Greatsword, then Quarterstaff)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Crowbar, Mastiff, Quartermaster, Scythe (Core), Hide Armor (Core), Blessing of the Gods, Blessing of Gorum, Crocodile Skin Armor, Recruit, Greatclub +1
Recharged:
Discard Pile: Potion of Fortitude,
Buried Pile: Blessing of Torag,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0

Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster, you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude.
On a local check against a monster, you may discard ([X] or recharge) a card to add 1d4 ([X] 1d6) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you.

"


Female Halfling Arcanist Deck Handler

Blessing 4: Orison o’clock
Exploring Stable 1: Leech

Leech:
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

Revealing Spellbook
Knowledge 6: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9
Random other location: 1d7 + 1 ⇒ (6) + 1 = 7
Leech is acquired. Stable: Random Ally 1 is shuffled into Campsite

Discarding Leech to explore Stable 2: Henchman B4: Antidote Formulae Page
Henchman B4 is displayed

Ending turn

(From the notes of Enora, party arcanist.)

The leeches present were sufficient for the next instruction of the recipe.

Enora wrote:

Hand: Life Drain, Sphere of Fire, Acid Splash, Electrified Web, Bestiary of Garund, Spellbook,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking:

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
On your check to acquire or recharge a boon that has the Magic trait, you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile.
For your combat check, you may discard a spell ([] or a boon that has the Magic trait) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.

Hero points: 1

Dark Archive

Turn order
Grenek/AAUGHWHY, Enora/EmpTyger, Quinn/MatsuKurisu, Seoni/cartmanbeck, Ukuja/Bigguyinblack,

Suffer Wounded from Seoni's turn

Blessing = 5 / Zon-kuthon's Pain:
When this is the hour: After discarding any number of cards as damage, draw a card.

Start of Turn

At: #8: Ruin
Give: No
Move: No

Free explore =5: Harpy, Monster 2: Combat 10

Spoiler:
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to #8: Ruin.
Quinn's BYA Wisdom check 6
Wisdom 1d8, Discard Blessing of Kofusachi +1d8, Grenek recharges a card +1d6
Wisdom 6: 1d8 + 1d8 + 1d6 ⇒ (2) + (1) + (2) = 5 - ouch! Really don't want to fail this.
Use Paizo Reroll
Wisdom 6: 1d8 + 4 ⇒ (6) + 4 = 10 - Success. Can use weapons

Recharge Majordomo to use Knowledge + card AD
Reveal Double Chicken Saber +1 1d10+1+2+1+1d8+1
Combat 10: 1d10 + 1 + 2 + 1 + 1d8 + 1 ⇒ (5) + 1 + 2 + 1 + (5) + 1 = 15 - Banished

Scenario.Bane defeated. Examine 6: Sick Child, Barrier 2 That is a bit of a nasty barrier

End of Turn
Quinn Eot Examine (6: Sick Child, Barrier 2)
Recovery
Reset
Draw up Explorer's Pith Helmet, Compass (Core) 2, Blue Star

Summary
Location = #8: Ruin
Acquired =
Banished = 5: Harpy,
Examined = 6: Sick Child,

From Box =
Displayed =
Give =
Used = Grenek recharges a card - Thanks!, Use Paizo Reroll

Other = each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to #8: Ruin.

"

Quinn wrote:

Hand: Double Chicken Saber +1, Pheromones, Quartermaster, Explorer's Pith Helmet, Compass (Core) 2, Blue Star,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury item to add +1d8+2 vs barrier. Available*2

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Compass (Core), Blessing of the Quartermaster 2, Silver Balladeer
Recharged: Staff of Minor Healing, Rochin, Investigator's Lamp, Gem of Mental Acuity, Blessing of the Quartermaster, Majordomo, Chronicler,
Discard Pile: Blessing of Kofusachi,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Female Halfling Arcanist Deck Handler

(During Quinn's turn)
Harpy: Revealing Bestiary of Garund
WIS 6: 1d6 + 1d4 ⇒ (2) + (3) = 5
Moving to Ruin

(From the notes of Enora, party arcanist.)

Unlike the harpies of Garundia, whose visual acuity was based on movement, the local variant proved more tenacious, pursuing me into the ruins.


Deck Handler Desired upgrades: Ally 2

wisdom 6 or move to ruin: 1d10 + 2 ⇒ (4) + 2 = 6


Bit of upkeep. Quinn, please confirm whether you healed a card or removed the Wounded scourge (you can't do both). Also, in your turn before last you encountered Rioting Mob from encountering Proxy B7 with your investigator's lamp as a barrier. Proxy B7 was not a barrier. For sanity's sake, we will assume you left Proxy B7 at the end of the 3-card examined card pile, then your last turn you encountered Proxy B7 as the first card and then discarded (instead of recharged) your Blessing of the Quartermaster to encounter the Harpy.

Seoni and Grenek still need to make their Wisdom saves against the Harpy, but there aren't real consequences for failing, so not a big deal.

During This Adventure: When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.

Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

During this adventure: On your turn, if you suffer a scourge you didn't already have a marker for, a random other character that doesn't have a marker for it also suffers it.

During This Scenario: Scenario Harrow Suit: Books

SETUP
After preparing the story banes, shuffle a Proxy B (Antidote Formula Page) into each location

DURING THIS SCENARIO
When you defeat a bane, examine the top card of its location. You may recharge or reload the examined card into its location.
When you encounter a Proxy B, display it next to the scenario.
When a bane is undefeated, shuffle a displayed Proxy B into a random location.
To win, display a number of Proxy B cards equal to the number of locations.

STORY BANES

Danger: Rescue:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Villain: None

Henchmen (Non-Closing) Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

DISPLAYED FORMULA PAGES: 4/7

Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER

Scenario Level (#): 2

Turn: 11, Seoni/cartmanbeck

Random Cards:

Monsters
Spoiler:
Zombie
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.

Spoiler:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

Spoiler:
Strangler
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.

Spoiler:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.

Spoiler:
Deadfall Scorpion
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.

Barriers
Spoiler:
Burning Tar
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

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.

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:
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

Spoiler:
Lost Local
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.

Weapons
Spoiler:
Battleaxe
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

Spoiler:
Light Crossbow
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.

Spoiler:
Glorious Warhammer
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.

Spoiler:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Keen Starknife
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spells
Spoiler:
Soothing Word
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

Spoiler:
Force Missile
Core
Spell 0
Traits:
Arcane
Attack
Force
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Spoiler:
Dimensional Jump
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.


Spoiler:
Aspect of the Monkey
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

Spoiler:
False Life
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.


Armors
Spoiler:
Magic Leather Armor
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Magic Full Plate
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Covering Heavy Shield
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
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.

Spoiler:
Armor of Insults
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.

Spoiler:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.

Items
Spoiler:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.


Spoiler:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Spoiler:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

Spoiler:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

Spoiler:
Sage's Journal
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.

Allies
Spoiler:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.

Spoiler:
Bat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

Spoiler:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

Spoiler:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

Spoiler:
Archer
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

Blessings
Spoiler:
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.

Spoiler:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.

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:
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.

Spoiler:
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.

Hour Power: On your Charisma check, you may use your Intelligence die instead of the normal die.

Current Hour:

The Rakshasa:
The Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 1 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.
Hourglass Card 2 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 2 Grenek/AAUGHWHY
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 3 Enora/EmpTyger:
Spoiler:
Hourglass Card 3 Enora/EmpTyger
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Hourglass Card 4 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 4 Quinn/MatsuKurisu
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 5 Seoni/cartmanbeck:
Spoiler:
Hourglass Card 5 Seoni/cartmanbeck
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 6 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ukuja/Bigguyinblack
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 7 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 7 Grenek/AAUGHWHY
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 8 Enora/EmpTyger:
Spoiler:
Hourglass Card 8 Enora/EmpTyger
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.
Hourglass Card 9 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 9 Quinn/MatsuKurisu
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 10 Seoni/cartmanbeck:
Spoiler:
Hourglass Card 10 Seoni/cartmanbeck
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.
Hourglass Card 11 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 11 Ukuja/Bigguyinblack
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 12 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 12 Grenek/AAUGHWHY
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 13 Enora/EmpTyger:
Spoiler:
Hourglass Card 13 Enora/EmpTyger
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.
Hourglass Card 14 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 14 Quinn/MatsuKurisu
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 15 Seoni/cartmanbeck:
Spoiler:
Hourglass Card 15 Seoni/cartmanbeck
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 16 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 16 Ukuja/Bigguyinblack
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 17 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 17 Grenek/AAUGHWHY
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 18 Enora/EmpTyger:
Spoiler:
Hourglass Card 18 Enora/EmpTyger
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 19 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 19 Quinn/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

Location #1: 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 ?: 5
Located/Displayed Here: None

Base Card 1:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
Base Card 2:
Pathfinder Chronicler
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
Base Card 3:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 4:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 5:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.

Location #2: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/cartmanbeck, Ukuja/Bigguyinblack, None
Plaza Card 1:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Plaza Card 2:
War Drum
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.

Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 2
Located/Displayed Here: None
Shrine Card 1:
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Shrine Card 2:
Spider Swarm
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Shrine Card 3:
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Shrine Card 4:
Will-o'-wisp
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Shrine Card 5:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Shrine Card 6:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Shrine Card 7:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shrine Card 8:
Symbol of Sleep
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Shrine Card 9:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Shrine Card 10:
Cure
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Shrine Card 11:
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.

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: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
Tavern Card 1:
Sage
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Tavern Card 2:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Tavern Card 3:
Luckstone
Core
Item 0
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Tavern Card 4:
Bastion Boots
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Tavern Card 5:
Dog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Tavern Card 6:
Clockwork Servant
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Tavern Card 7:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Tavern Card 8:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Tavern Card 9:
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.
Tavern Card 10:
Deflect
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Tavern Card 11:
Yeth Hound
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

Location #5: Stable
Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Stable Card 1:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Stable Card 2:
Horse
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Stable Card 3:
Spiked Half-plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Stable Card 4:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Stable Card 5:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Stable Card 6:
Magnifying Glass
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Stable Card 7:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Stable Card 8:
Teamster
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.

Location #6: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Barracks Card 1:
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Barracks Card 2:
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Barracks Card 3:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Barracks Card 4:
Henchman Proxy A5
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.
Barracks Card 5:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Barracks Card 6:
Sick Child
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Barracks Card 7:
Droogami
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Barracks Card 8:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks Card 9:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks Card 10:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Barracks Card 11:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Location #7: Campsite
Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Elven Curve Blade
Campsite Card 1:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Campsite Card 2:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Campsite Card 3:
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.
Campsite Card 4:
Henchman Proxy A6
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.
Campsite Card 5:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Campsite Card 6:
Bodyguard
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Campsite Card 7:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Campsite Card 8:
Rapier
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Campsite Card 9:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Campsite Card 10:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.


Location #8: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Quinn/MatsuKurisu, Grenek/AAUGHWHY, Enora/EmpTyger, None
Ruin Card 1:
Henchman Proxy B7
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.
Ruin Card 2:
Drowning Mud
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Ruin Card 3:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Ruin Card 4:
Harpy
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Ruin Card 5:
Locked Door
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Ruin Card 6:
Henchman Proxy A7
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.

Dark Archive

Quinn - Hand corrections

Pheromones not healed. Wounded removed instead

Discarded Blessing of the Quartermaster instead of recharge

Pheromones not drawn up. Silver Balladeer drawn instead

"

Quinn wrote:

Hand: Double Chicken Saber +1, Silver Balladeer, Quartermaster, Explorer's Pith Helmet, Compass (Core) 2, Blue Star,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury item to add +1d8+2 vs barrier. Available*2

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Compass (Core), Blessing of the Quartermaster 2
Recharged: Staff of Minor Healing, Rochin, Investigator's Lamp, Gem of Mental Acuity, Majordomo, Chronicler,
Discard Pile: Blessing of Kofusachi, Blessing of the Quartermaster, Pheromones,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Wisdom vs. harpy: 1d6 ⇒ 1

Start of turn, discard Apprentice to Wounded.

Seoni will try to finish out the Plaza. Explore to find a healing elixir. Other option was a smoke bomb, I like healing better.
Intelligence 4: 1d8 ⇒ 5 She drinks it. Banish it to get rid of Wounded.

She asks Zae to look around, and she returns with a magical drum. Other option was Compass.
Charisma 4: 1d12 + 2 ⇒ (8) + 2 = 10 Acquired.

Requesting a blessing from Ukuja on the close.
closing Diplomacy 5+2=7: 1d12 + 5 + 1d12 ⇒ (4) + 5 + (1) = 10 Plaza closed. One fewer page that we need to display to win. I'll move to the Stable and recharge several cards from that closed location power.

"

Seoni wrote:

Hand: Scorching Ray, Fire Snake, Force Missile (Core), Sage (Core), Eando Kline, Twisted Space, Bound Homunculus,

Displayed:
Deck: 4 Discard: 8 Buried: 0
Hero Points: 1/1
Reroll used: NO
Tier 2.1
NOTES:
Available Support: Feel free, generally, to use any local powers I have to give.
Other: If you hit a spell, Seoni can use Steal Book to auto-acquire it!

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +1
Arcane: Charisma +2
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card’s level and add the Attack, Force, and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell ([ ] or an Arcane item), you automatically succeed. ([ ] You may instead shuffle it into your deck.)

"


Deck Handler Desired upgrades: Ally 2

Blessing of the Green Faith (1) recharged during Gobloni's turn. Move with Gobloni to Stable on Plaza close. The Fiend: When this is the hour: When you suffer a scourge on your turn, each local character suffers it.

Leryn examines top card of Stable. Giant Toad no trigger.

Cure targeting Gobloni: 1d4 + 1 ⇒ (4) + 1 = 5

Stable Card 1: Giant Toad:

Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.

combat 10 revealing Wendifisa Spear for survival: 1d10 + 1d12 + 6 ⇒ (6) + (4) + 6 = 16

Examine next card. Recharge Horse. Discard Raven to explore.

Stable Card 3: Spiked Half-plate:

Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

Banished.

Ukuja ends their turn. Raven is recharged from discard pile.

Ukuja attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 2d10 + 3 ⇒ (5, 5) + 3 = 13 -> Cure recharged.

Ukuja resets their hand.

Ukuja wrote:

Hand: Longbow, Hatchet, Blessing of the Elements, Stone Axe +1, Blessing of the Green Faith (2), Wendifisa Spear, Blessing of Milani,

Displayed: Leryn (Hunter Class Deck), Python, Studded Leather Armor,
Deck: 9 Discard: 1 Buried: 0
"Current Location: Stable
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll:

Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.

Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.

Longbow: on another character's combat check, freely discard to add 1d8.

Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
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): Fire Gecko, Frilled Lizard, Call Animal
Recharged: Dwarf Caiman, Soothing Word, Angelstep, Blessing of the Green Faith (1), Raven, Cure,
Discard Pile: Bloodscent,
Buried Pile:
"
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

Favored Card: Weapon
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

Stable cards 1 and 3 banished. Stable card 2 recharged.

Gobloni healed for 5.


Thanks so much for the heals!


Grenek's Deck Handler // Searching For: Weapon 1 > Item 1 > Armor B > Item B

During Quinn's turn, auto-fail the WIS Check. I'm already at the ruin

Hour is Urgathoa's Gluttony: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

Grenek finds one of the Card 1: Formula Pages in the ruin. He quickly shuts his eyes and flails around until Quinn comes and takes it away from him.

End turn. Thanks for using my cards to bite the monsters. Keep doing it!

"

Grenek wrote:

Hand: Shock Glaive, Quarterstaff (Core), Mattock, Greatsword, Greatclub +1,

Displayed: Magic Chain Shirt,
Deck: 10 Discard: 1 Buried: 1
Hero Points:
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (Use Greatsword, Quarterstaff, then Greatclub +1)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Crowbar, Mastiff, Blessing of Gorum, Blessing of the Gods, Scythe (Core), Crocodile Skin Armor, Quartermaster, Recruit, Hide Armor (Core)
Recharged: Longspear,
Discard Pile: Potion of Fortitude,
Buried Pile: Blessing of Torag,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0

Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster, you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude.
On a local check against a monster, you may discard ([X] or recharge) a card to add 1d4 ([X] 1d6) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you.

"


Female Halfling Arcanist Deck Handler

Blessing 3: Snakebite o’clock: When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
Moving to Tavern.
Exploring Tavern 1: Sage

Sage:
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.

Revealing Spellbook
Knowledge 4: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (2) = 12
Sage is acquired

Tavern: Recharging Sage to explore Tavern 2: Henchman B3: Antidote Formula Page
Henchman B3 is displayed

Ending turn

(From the notes of Enora, party arcanist.)

The expert tavern brewmaster was well trained in the mixological techniques necessary for concocting the antidote.

Enora wrote:

Hand: Life Drain, Sphere of Fire, Acid Splash, Electrified Web, Bestiary of Garund, Spellbook,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking:

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
On your check to acquire or recharge a boon that has the Magic trait, you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile.
For your combat check, you may discard a spell ([] or a boon that has the Magic trait) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.

Hero points: 1


Grenek's Deck Handler // Searching For: Weapon 1 > Item 1 > Armor B > Item B

Actually should have encountered Card 2: Drowning Mud. Bury card from discards to rage

STR 6: 1d10 + 1d8 + 3 ⇒ (4) + (4) + 3 = 11

Dark Archive

Turn order
Grenek/AAUGHWHY, Enora/EmpTyger, Quinn/MatsuKurisu, Seoni/cartmanbeck, Ukuja/Bigguyinblack,

Blessing = 4 / Incitation:
When this is the hour: No effect.

Start of Turn

At: #8: Ruin
Give: No
Move: No

Free explore = 3: Haughty Nobles, Barrier 1: Diplomacy 8(6+2)

Spoiler:
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.

Urban location, DC+4
Diplomacy 1d6+2, Quinn.Barrier burry item (Blue Star) +1d8+2, Ukuja recharges Blessing of the Green Faith (2) +1d6
Diplomacy 12(8+4): 1d6 + 2 + 1d8 + 2 + 1d6 ⇒ (4) + 2 + (3) + 2 + (3) = 14 - Banished

When defeated, summon & encounter I1: Smoke Bomb, Item 1: Intelligence 7

Spoiler:
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.

Intelligence 1d10+1, recharge Quartermaster +1d8
Intelligence 7: 1d10 + 1 + 1d8 ⇒ (2) + 1 + (3) = 6 - banished

Discard Silver Balladeer explore = 4: Harpy, Monster 2: Combat 10

Spoiler:
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

Everyone must make a Wisdom 6 check or be moved to the Ruins
Wisdom 1d8, Grenek recharges a card (Greatsword) +1d6
Wisdom 6: 1d8 + 1d6 ⇒ (2) + (4) = 6 Quinn can use weapons[/dice]

Recharge Explorer's Pith Helmet to use Knowledge + card AD
Reveal Double Chicken Saber +1 1d10+1+2+0+1d8+1, Grenek recharges a card(Quarterstaff) +1d6
Combat 13: 1d10 + 1 + 2 + 0 + 1d8 + 1 + 1d6 ⇒ (1) + 1 + 2 + 0 + (8) + 1 + (1) = 14 - Banished

[ooc]End of Turn
Quinn Eot Examine ( 5: Locked Door, Barrier 1 )
Recovery
Reset
Draw up Blessing of the Quartermaster 2, Compass (Core), Staff of Minor Healing, Rochin

End of Seoni's Turn
Recharge Staff of Minor Healing, heal card#: 1d4 ⇒ 2 (Blessing of the Quartermaster)

Summary
Location = #8: Ruin
Acquired =
Banished = 3: Haughty Nobles, 4: Harpy, I1: Smoke Bomb
Examined = 5: Locked Door

From Box = I1: Smoke Bomb
Displayed =
Give =
Used = Ukuja recharges Blessing of the Green Faith (2), b]Grenek recharges 2 cards (Greatsword, Quarterstaff)

Other =
"

Quinn wrote:

Hand: Double Chicken Saber +1, Rochin, Compass (Core) 2, Compass (Core), Blessing of the Quartermaster 2,

Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available
Local: Bury item to add +1d8+2 vs barrier. Available*2

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chronicler, Investigator's Lamp, Explorer's Pith Helmet, Staff of Minor Healing, Quartermaster, Blessing of the Quartermaster, Majordomo, Gem of Mental Acuity
Recharged:
Discard Pile: Blessing of Kofusachi, Pheromones, Silver Balladeer,
Buried Pile: Blue Star,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Intelligence +1
- Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +2

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Female Halfling Arcanist Deck Handler

(During Quinn's turn) 
Harpy: Revealing Bestiary of Garund 

WIS 6: 1d6 + 1d4 ⇒ (1) + (1) = 2
Moving to Ruin

(From the notes of Enora, party arcanist.)

The harpies were just as persistent as those in Garundia, driving me back again into the ruins.

Dark Archive

Turn order
Quinn/MatsuKurisu - Retcon. Replacing from 4: Harpy onwards

Hand state
Hand: Double Chicken Saber +1, Silver Balladeer, Explorer's Pith Helmet, Compass (Core) 2,
Displayed:
Deck: 9 Discard: 3 Buried: 1
Hero Points: 1
NOTES:

Blessing = 4 / Incitation:
When this is the hour: No effect.

Start of Turn

At: #8: Ruin
Give: No
Move: No

Discard Silver Balladeer explore = 5: Locked Door, Barrier 1: Disable 8(6+2)

Spoiler:
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.

Disable 1d10+1+1
Disable 8: 1d10 + 1 + 1 ⇒ (9) + 1 + 1 = 11 - Banished

Locked Door.Explore = 6: Henchman Proxy A7
Rioting Mob, Story Bane 0, Barrier: Diplomacy 8(6+2)

Spoiler:
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Diplomacy 1d6+2, Quinn.Barrier bury item (Compass (Core) 2) +1d8+2,
Diplomacy 8: 1d6 + 2 + 1d8 + 2 ⇒ (4) + 2 + (5) + 2 = 13 - Banished

#8: Ruin.When closing, encounter
Rioting Mob: Barrier, Story Bane 0: Diplomacy 8(6+2

Spoiler:
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Diplomacy 1d6+2, Ukuja discards Blessing of the Elements +1d6
Diplomacy 8: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (2) = 10 - Banished

Ruins closed. We Win!


DEVELOPMENT
You wrest Hendl from the angry mob, bruised and bloody but alive.

Hendl’s notes are cryptic, and even with his help, it takes some time to decipher his recipe. Moise and Boors recall passing by a few of the herbs used in the tincture along the road, and they set out to gather what they can.

By nightfall the following day, you believe you have something that will help those that are ill. Some are hesitant to take a treatment from the “traitor Hendl,” but those that do begin to recover. Hendl himself is too far gone and passes away in the night. You and the guards prepare a humble grave for him away from the camp. It is a quiet service, but you each give your thanks to Hendl before returning to your posts.

It’s going to be a long day.

REWARDS
---LOOT CARDS---

Antiplague:

CotCT Item 0
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 5
Display next to a local character. While displayed: * On this character's checks against Disease or Poison cards, add 1d8. * You may banish to remove the scourge Plagued or Poisoned from this character. * At the end of the scenario, banish. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card.

Plague Mask:

CotCT Item 0
Traits: Accessory
To Acquire: Intelligence Craft 4
On your check against a Disease or Poison card, reveal to add 1d4. When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.

Plaguebringer's Mask:

CotCT Item 2
Traits: Accessory Magic
To Acquire: Intelligence Craft 11
On your combat check or your check against a Disease card, reload to add 1d8. When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

----DECK UPGRADES----
Leech (Ally 1)
Bound Homunculus (Ally 2)
Sage (Ally 0)
Magic Chain Shirt (Armor 1)
Studded Leather Armor (Armor 0)
War Drum (Item 0)
Lightning Bolt (Spell 2)
Twisted Space (Spell 2)
Longbow (Weapon 0)
Shock Glaive (Weapon 2)


Spell 2: 1d1000 ⇒ 852
Ally 2: 1d1000 ⇒ 212

Skill feat: Charisma +3

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