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

Game Master Akaitora

Year of Rotting Ruin Adventure Path.

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

Hand and Loot Tracker

Current Scenario: 6-D - The Demilich's Domain
Scenario #: 6
Current Scenario Harrow Suit: Books


1,051 to 1,066 of 1,066 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

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

On Ukuja's turn, fail the WIS check and bury Truthspeaker

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

Grenek is a tiny bit scared of heights and moves down to the Thicket. But as soon as he gets there, it transforms into...

Random Demiplane: 1d6 ⇒ 6

...an Office. Grenek is very unhappy; paperwork is almost just as bad as the big tower. Grenek turns around to go back through the Card 1: Planar Rift to somewhere nicer, but runs straight into the exiting...

Random Danger: 2d6 ⇒ (4, 6) = 10

...Sermignatto

Sermignatto:
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 28
Immune to Fire and Poison. Resistant to Acid and Cold.

Before acting, each local character must attempt a Wisdom 13 check. For each character that fails, a random local character suffers an amount of Combat damage equal to the number of weapons and Attack cards in the failing character's hand.

Ukuja summons and encounters danger and then evades it by discarding animal.

Ukuja sics one of his animal friends on the intruder and they both go tumbling through the rift. Grenek goes to work trying to shut it behind them. Discarding Thundering Earthbreaker for +1d12. Burying top card of my deck to Rage

Arcane 15: 1d4 + 1d12 + 1d8 + 4 ⇒ (1) + (8) + (2) + 4 = 15 Oh geez that was close. I gain a goblin marker.

On the close attempt, display Lyrune Quah Moon Maiden to add 1d6 to Fort
Close Attempt Fortitude 12: 1d8 + 1d6 + 6 ⇒ (8) + (5) + 6 = 19 Yes! Office is closed!

The rift implodes before sending out a shockwave that transforms Grenek's surroundings into a...

Random Demiplane: 1d6 ⇒ 6

...Cell. At least temporarily; as soon as Grenek touches back down on the ground, it transforms into... On location close, move to the new Cell which changes again

Random Demiplane: 1d5 ⇒ 4

...Twisting Passages.

Random Wildcard is Removed: 1d2 ⇒ 1 Ablaze is replaced with Harrow of Books

"

Grenek wrote:

Hand: Staff of Minor Healing (Core), Blessing of the Gods, Hellknight of the Nail, Ukwar Axe, Mountaineer,

Displayed: Silver War Paint (Core),
Deck: 12 Discard: 1 Buried: 4
Hero Points: 3
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d8 and Piercing (use Staff of Minor Healing, Truthspeaker)

Mountaineer: Reveal for +2d8 on Survival checks
Other: Goblin Markers: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hellknight Plate, Commander's Falchion, Ashbringer, Blessing of Torag, Scabbard of Keen Edges, Banudor, Ruan Mirukova, Blessing of Gorum, Bearskin Armor (Core), Mastiff, Korvosan Guard
Recharged: Lyrune-Quah Moon Maiden,
Discard Pile: Thundering Earthbreaker,
Buried Pile: The Brass Dwarf, Pit Gladiator, Lyrune-Quah Truthspeaker, Our Lord In Iron,

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 ([X] or a bane), you may bury a random card from your discards ([X] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([X]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card

"


Female Halfling Arcanist/White Mage Deck Handler

The Perils:
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Confusing: After your reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.

The Harrows:
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
Harrow of Crowns: The difficulty of checks against summoned banes in increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Harrow of Stars: After your check that was not blessed, recharge a random card.

Location 6: Tower
Traits: Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
To Close: Succeed at a Wisdom or Perception 4+# check.
When Closed: You may examine the top card of a distant location.

Location 7: Twisting Passages
Traits: Underground Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
To Close: Succeed at a Wisdom or Survival 5+# check.
When Closed: Each local character moves to a random other location.

Hourglass 1: Desna's Freedom: On each check, the first blessing played to bless may be played freely.
Exploring Tower 1: Henchman B4: Planar Rift

Planar Rift:
Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.

Danger: 2d6 ⇒ (3, 6) = 9
Summoning High Level Bane Monstrosity 6: Akaruzug
Akaruzug:
Story Bane Monster 6
Traits:
Construct

To Defeat:
Combat 27

Immune to Mental and Poison. Vulnerable to Bludgeoning.
Before acting, each local character suffers the scourge Drained.

If defeated, rally a supporter of level 5 or below.


Banishing Cloudburst to recovery to ignore before acting. Quinn is Drained
Using Cloudburst for Divine, using Steal Soul, revealing Magnetic Grimoire, recharging Blessing of Qi Zhong with WIS hour freely because of Desna's Freedom
Combat 27: 2d10 + 5 + 3d6 + 1d4 + 1d4 ⇒ (3, 3) + 5 + (3, 3, 1) + (2) + (3) = 23
Burying Blessing of the Lady of Graves
Combat 27: 23 + 1d6 ⇒ 23 + (5) = 28
Akaruzug is banished
Using Steal Soul, 2 locations. Quinn buries a boon
Divine 6+6+2=14: 1d10 + 5 + 1d4 + 1d8 + 4 ⇒ (5) + 5 + (2) + (3) + 4 = 19
Planar Rift is banished
Closing Tower: Using Steal Soul, recharging Byzantine Lexicon. Ukuja discards Blessing of the Everbloom
WIS 4+6=10: 4d6 + 1d4 ⇒ (3, 1, 5, 2) + (1) = 12
Tower is closed. Examining Twisting Passages 1: TBD

Demiplanes (roll d10):
1) Tenement
Spoiler:

Traits: Urban
At This Location: On your checks to acquire an ally, you may bury a boon to add 1d8
To Close: Bury a boon
When Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

2) Thicket
Spoiler:

Traits: Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
To Close: Summon and defeat a barrier
When Closed: No effect
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

3) Barracks
Spoiler:

Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
To Close: 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 Closed: Each local character may heal an Attack, Melee or Ranged boon.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0

4) Twisting Passages
Spoiler:

Traits: Underground Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
To Close: Succeed at a Wisdom or Survival 5+# check.
When Closed: Each local character moves to a random other location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0

5) Boat
Spoiler:

Traits: Aquatic Urban
At This Location: When you move, any local characters may move with you.
To Close: Succeed at a Wisdom or Survival 5+# check.
When Closed: No effect
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0

6) Cell
Spoiler:

Traits: Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
To Close: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Closed: You may draw a new ally.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 0

7) Tower
Spoiler:

Traits: Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
To Close: Succeed at a Wisdom or Perception 4+# check.
When Closed: You may examine the top card of a distant location.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0

8) Office
Spoiler:

Traits:
At This Location: When you would reveal, reload or recharge an Animal ally, discard it instead.
To Close: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0

9) Arena
Spoiler:

Traits: Urban
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by 1d12.
To Close: Summon and defeat a new monster.
When Closed: Draw a new ally
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0

10) Manor
Spoiler:

Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card
To Close: Succeed at a Charisma or Diplomacy 5+# check
When Closed: Search your deck for a card and draw it.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0


Demiplane: 1d5 + 1 ⇒ (3) + 1 = 4
Demiplane: 1d5 + 1 ⇒ (3) + 1 = 4

Demiplane: 1d5 + 1 ⇒ (2) + 1 = 3
New demiplane Barracks is built as Location 8
Barracks:
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
To Close: 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 Closed: Each local character may heal an Attack, Melee or Ranged boon.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0

Random wildcard (1=Deadly, 2=Harrow of Books): 1d2 ⇒ 1
Removing Deadly. Adding Harrow of Shields
Moving to Barracks

Demiplanes (roll d10):
1) Tenement
Spoiler:

Traits: Urban
At This Location: On your checks to acquire an ally, you may bury a boon to add 1d8
To Close: Bury a boon
When Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

2) Thicket
Spoiler:

Traits: Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
To Close: Summon and defeat a barrier
When Closed: No effect
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

3) Barracks
Spoiler:

Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
To Close: 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 Closed: Each local character may heal an Attack, Melee or Ranged boon.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0

4) Twisting Passages
Spoiler:

Traits: Underground Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
To Close: Succeed at a Wisdom or Survival 5+# check.
When Closed: Each local character moves to a random other location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0

5) Boat
Spoiler:

Traits: Aquatic Urban
At This Location: When you move, any local characters may move with you.
To Close: Succeed at a Wisdom or Survival 5+# check.
When Closed: No effect
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0

6) Cell
Spoiler:

Traits: Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
To Close: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Closed: You may draw a new ally.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 0

7) Tower
Spoiler:

Traits: Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
To Close: Succeed at a Wisdom or Perception 4+# check.
When Closed: You may examine the top card of a distant location.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0

8) Office
Spoiler:

Traits:
At This Location: When you would reveal, reload or recharge an Animal ally, discard it instead.
To Close: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0

9) Arena
Spoiler:

Traits: Urban
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by 1d12.
To Close: Summon and defeat a new monster.
When Closed: Draw a new ally
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0

10) Manor
Spoiler:

Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card
To Close: Succeed at a Charisma or Diplomacy 5+# check
When Closed: Search your deck for a card and draw it.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0


Demiplane: 1d5 + 1 ⇒ (1) + 1 = 2
Location 8 shifts from Barracks to Thicket. Quinn must move
Thicket:
Traits: Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
To Close: Summon and defeat a barrier
When Closed: No effect
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

Ending turn. Recovery: Using Steal Soul, revealing Magnetic Grimoire
Divine 13: 1d10 + 5 + 1d4 + 1d4 ⇒ (2) + 5 + (3) + (2) = 12
Cloudburst is discarded. Resetting hand

(From the notes of Enora, party arcanist.)

The aetherstorm energy built up by so many planar shifts, I infused with a trinity of white magicks from Qi Zhong, Desna, and Pharasma to protect myself while deactivating an akaruzug which emerged from the portal which Quinn, despite having lost vitality to the grim statue, assisted me in weakening. Once dispelled, the vertical spire collapsed down, shifting through a martial demiplane, of which I only glimpsed a series of shields through the retwisting mist before a burst of floral energy transformed the area into an everblooming thicket.

Enora wrote:

Hand: Chronicler, Ring of Splendid Security, Holy Javelin, Rejuvenation (banish to recovery to heal 2d4 and remove all scourges/Curses from a local character), Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Blessing of the Master of Masters (discard to bless/double bless if INT, recharge if Irori hour), Kazavon's Shield, Repulsion,

Displayed: Steal Soul, Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),
Deck: 10 Discard: 1 Buried: 1
Notes: Enora can use Repulsion to evade a Planar Rift summon (unless immune to Mental)
Ask before using: Blessing of the Master of Masters; Eagle Aerie for combat
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Eagle Aerie for movement; Magnetic Grimoire; Rejuvenation

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] 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 ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) 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.
[X] Instead of the first exploration on your turn, you may reveal a spell to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
[X] You gain the skill Divine: Charisma +1.

Hero points: 3

Summary:
Location 6 Tower is closed and banished. (5/8)
Location 7-1 is known. (TBD)
Location 8 is built as Barracks, then shifts to Thicket.
Quinn buries a card.
Quinn is Drained.
Quinn must move.
Ukuja discards Blessing of the Everbloom.
Enora is at Location 8 Thicket.
Current Wildcards: Harrow of Books, Harrow of Shields

The Perils:
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Confusing: After your reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.

The Harrows:
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
Harrow of Crowns: The difficulty of checks against summoned banes in increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Harrow of Stars: After your check that was not blessed, recharge a random card.

Location 7: Twisting Passages
Traits: Underground Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
To Close: Succeed at a Wisdom or Survival 5+# check.
When Closed: Each local character moves to a random other location.

Location 8: Thicket
Traits: Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
To Close: Summon and defeat a barrier
When Closed: No effect

Dark Archive

Out of Turn updates:
During Ukuja's turn: Koriantu Wisdom 11
Wisdom 1d8+2, reveal Headband of Mental Superiority +1d4
Wisdom 11: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5 - Failed. bury lt Shocking Sawtooth Saber

During Enora's turn:
Quinn is Drained,
Quinn buries a boon
Location is closed: Move to Thicket


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 Scenario: 5 / 8 locations closed.

Scenario Harrow Suit: Books
STORY BANES
Danger: Each time you encounter the danager, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
CotCT High Level Story Bane Roster (first roll determines column, second roll determines row)
Villain: NONE
Henchmen: NONE

SETUP
Display the Perils and the Harrows wildcards. Add any number of wildcards from them (minium 1 from each card).
The Perils
The Harrows (HARROW OF BOOKS, HARROW OF SHIELDS ACTIVE)

When building locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

Mysterious Relic:

Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.

Planar Rift:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

After building locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

DURING THIS SCENARIO
When a location is closed and banished, build a random location from the demiplane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

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

Scenario Level (#): 6

Turn: 7, Quinn/MatsuKurisu

Random Cards:

Monsters
Spoiler:
Bloodbug Swarm
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12

Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.


Spoiler:
Ash Giant Zombie
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

Spoiler:
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.

Spoiler:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

Spoiler:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

Barriers
Spoiler:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.

Spoiler:
Obsession of Battle
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

Spoiler:
Dispelling Mist
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.

Spoiler:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

Spoiler:
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.

Weapons
Spoiler:
Blackjack's Rapier
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

Spoiler:
Ukwar Axe
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.

Spoiler:
Limning Starknife
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.

Spoiler:
Deathbane Sling
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

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

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

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


Spoiler:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spoiler:
Steal Soul
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.

Spoiler:
Sadomasochism
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 16
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.

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


Spoiler:
Breath of Life
CotCT
Spell 5
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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


Armors
Spoiler:
Mantle of Life
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

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

Spoiler:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

Spoiler:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.

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

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

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


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

Spoiler:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Blackjack's Gear
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

Spoiler:
Lyre of Storms
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.

Allies
Spoiler:
Lyrune-quah Truthspeaker
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.

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

Spoiler:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

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

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


Spoiler:
Venster Arabasti
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.

Blessings
Spoiler:
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

Spoiler:
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.

Spoiler:
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.

Spoiler:
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.

Spoiler:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
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.

Hour Power: No effect.

Current Hour:

Sands of the Hour:
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.

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 1 Ukuja/Bigguyinblack
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Hourglass Card 2 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 2 Grenek/AAUGHWHY
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 3 Enora/EmpTyger:
Spoiler:
Hourglass Card 3 Enora/EmpTyger
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
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.
Hourglass Card 4 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 4 Quinn/MatsuKurisu
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 5 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 5 Ukuja/Bigguyinblack
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 6 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 6 Grenek/AAUGHWHY
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 7 Enora/EmpTyger:
Spoiler:
Hourglass Card 7 Enora/EmpTyger
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 8 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 8 Quinn/MatsuKurisu
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 9 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 9 Ukuja/Bigguyinblack
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 10 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 10 Grenek/AAUGHWHY
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 11 Enora/EmpTyger:
Spoiler:
Hourglass Card 11 Enora/EmpTyger
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Hourglass Card 12 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 12 Quinn/MatsuKurisu
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 13 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 13 Ukuja/Bigguyinblack
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
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 14 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 14 Grenek/AAUGHWHY
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 15 Enora/EmpTyger:
Spoiler:
Hourglass Card 15 Enora/EmpTyger
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 16 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 16 Quinn/MatsuKurisu
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Hourglass Card 17 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 17 Ukuja/Bigguyinblack
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 18 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 18 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 19 Enora/EmpTyger:
Spoiler:
Hourglass Card 19 Enora/EmpTyger
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 20 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 20 Quinn/MatsuKurisu
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 21 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 21 Ukuja/Bigguyinblack
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 22 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 22 Grenek/AAUGHWHY
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hourglass Card 23 Enora/EmpTyger:
Spoiler:
Hourglass Card 23 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.

Location #8: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 6 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/Bigguyinblack, Grenek/AAUGHWHY, None

Twisting Passages Card 1 (Totem Klar):
Totem Klar
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Twisting Passages Card 2:
Palace Patrols
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
Twisting Passages Card 3:
Landshark Whelp
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.

DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

Twisting Passages Card 4:
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.
Twisting Passages Card 5:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11

When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

Twisting Passages Card 6:
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.
Twisting Passages Card 7:
Yzahnum the Efreeti
CotCT
Monster 6
Traits:
Fire
Outsider
To Defeat:
Combat 23
Before acting, roll 1d6.
1-2. This monster is evaded; add the new location Twisting Passages and move to it.
3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
5-6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.
Twisting Passages Card 8:
Sklar-quah Thundercaller
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Twisting Passages Card 9:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 10:
Corpse Lotus
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
Twisting Passages Card 11:
Gargoyle
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Twisting Passages Card 12:
Hordemaster
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.

Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.


Location #10: Thicket
Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Quinn/MatsuKurisu, Enora/EmpTyger, None
Thicket Card 1:
Angelic Armor
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Thicket Card 2:
Ember Ghoul
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Thicket Card 3:
Belt of Physical Might
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Thicket Card 4:
Landshark
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Thicket Card 5:
Fury Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Thicket Card 6:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Thicket Card 7:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Thicket Card 8:
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Thicket Card 9:
Shining Child
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Thicket Card 10:
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.
Thicket Card 11:
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.
Thicket Card 12:
Banudor
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.

Dark Archive

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

Out of Turn updates:

Blessing = 3 Quinn/MatsuKurisu: Sands of the Hour
When this is the hour: No effect.

Start of Turn
At: #10: Thicket
Thicket SoT Dexterity 10(4+6): 1d6 - 1 ⇒ (6) - 1 = 5 Failed. ENTANGLED

Give: No
Move: No

Third Eye: Thicket 1: Angelic Armor - Magic, encounter
1: Angelic Armor, Armor 5: Fortitude 13

Spoiler:
Traits:
Heavy Armor
Magic
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.

The Lost Harrows.Fortitude 1d12+3, Drained -1
Fortitude 13: 1d12 + 3 - 1 ⇒ (12) + 3 - 1 = 14 - Acquired

At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.

Free explore = 2: Ember Ghoul, Monster 5: Combat 20

Spoiler:
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

Reveal Shocking Sawtooth Saber Acrobatics +2d8
Reload ac Angelic Armor, Acrobatics = Knowledge +AD5 = 1d10+4+2
Reveal Headband of Mental Superiority +1d4
Drained -4
Combat 20: 1d10 + 4 + 2 + 2d8 + 1d4 - 4 ⇒ (6) + 4 + 2 + (8, 5) + (4) - 4 = 25 - Banished
The Lost Harrows.Fortitude 1d12+3, Drained -1
AYA Fortitude 8: 1d12 + 3 - 1 ⇒ (11) + 3 - 1 = 13 - Success

Enora must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

Recovery Risibeth, explore = 3: Belt of Physical Might, Item 4: Strength 13

Spoiler:
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

Strength 13: 1d6 - 1 ⇒ (3) - 1 = 2 - Banished

End of Turn
Bury The Carnival to banish DRAINED
Quinn Eot Examine = (Thicket Card 4: Landshark - TRIGGER)
4: Landshark, Monster 4: Combat 21

Spoiler:
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.

Reveal Shocking Sawtooth Saber Acrobatics +2d8
Recharge Wyvern Poison, Acrobatics = Knowledge +AD5 = 1d10+4+2
Reveal Headband of Mental Superiority +1d4
Combat 21: 1d10 + 4 + 2 + 2d8 + 1d4 ⇒ (3) + 4 + 2 + (5, 5) + (3) = 22 - Banished

Recovery
Dicard bottom card of deck(Wyvern Poison) to reload Risibeth

Reset
Discard
Draw up Risibeth, ac Angelic Armor, Glamered Leather Armor, Dancing Dagger

Summary
Location = #10: Thicket
Acquired = 1: Angelic Armor
Banished = 2: Ember Ghoul, 3: Belt of Physical Might, 4: Landshark
Examined =

Location =
Acquired =
Banished =
Examined =

From Box =

Displayed = ENTANGLED
Give =

Used =

Other = Enora must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

"

Quinn wrote:

Hand: Shocking Sawtooth Saber, Headband of Mental Superiority, Risibeth, ac Angelic Armor, Glamered Leather Armor, Dancing Dagger,

Displayed: lt Hellknight Plate, The Lost Harrows, Third Eye,
Deck: 12 Discard: 0 Buried: 2
Current Location: Base
Hero Points: 2 // Quinn has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.


NOTES:
Available Support: Distant:
Local: Bury Boon to add +1d8+4 vs barrier. *2
All items/allies available for support Powers: Available
Other: The Lost Harrows (Fortitude 1d12+3 or 1d12+6)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fox, Jasan Adriel, Naval Hero, Twitch Tonic, Elixir of Focus, Ambrosia, lt Achaekek's Claws, Cerulean Mastermind, The All-Seeing Eye, The Midwife, Dust of Revealing
Recharged: Wyvern Poison,
Discard Pile:
Buried Pile: lt Shocking Sawtooth Saber, The Carnival,

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 ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. ([X] If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. ([X] You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check ([X] or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

The Marriage: When this is the hour: At the start of your turn, summon and encounter an ally.

random ally #1 Lyrune-quah Truthspeaker:

CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.

divine 12 revealing Headband of Inspired Wisdom: 1d12 + 7 ⇒ (8) + 7 = 15

Twisting Passages Card 1: Totem Klar:

CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

survival 11 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (1) + 9 = 10

Discard Druid of the Green Faith to draw Moose and explore.

Twisting Passages Card 2: Palace Patrols:

CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.

Discard Elk to evade. Discard Moose to explore.

random card: 1d11 + 1 ⇒ (1) + 1 = 2

Palace Patrols again. Discard Shadowcat to evade. End turn discarding Huntsman's Greatsword +2.

Recharge from discard eot 1. Hatchetbird, 2. Elk, 3. Moose, 4. Shadowcat: 1d4 ⇒ 1

Ukuja wrote:

Hand: Headband of Inspired Wisdom, Angelstep, Lyrune-quah Truthspeaker, Blessing of the Everbloom, The Carnival, Balmberry, Major Cure, Angelic Armor, Seek Quarry, Blessing of the Green Faith (2),

Displayed: Pygmy Ankylosaur, Python, Aspect of the Tiger,
Deck: 4 Discard: 6 Buried: 2
"Current Location: Twisting Passages
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll:

The Carnival: On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result.

Blessing of the Everbloom: Discard this card to add 2 dice to any Dexterity or Wisdom non-combat check.

Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Movement: Move me to Same location as Enora 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): Wendifisa Spear
Recharged: Blessing of the Green Faith (1), Fire Gecko, Hatchetbird,
Discard Pile: Blessing of the Savored Sting, Druid of the Green Faith, Elk, Moose, Shadowcat, Huntsman's Greatsword +2,
Buried Pile: Dwarf Caiman, Stone Axe +1,
"
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
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 ([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.

Twisting Passages Card 1 banished. Card 2 evaded twice.

Acquired random ally #1 Lyrune-quah Truthspeaker.


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

Hour is Orison: No effect.

Grenek doesn't like being in the Twisting Passages. Its already easy to get lost in normal passages; the twisting ones just make him dizzy.

Random Card: 1d11 + 1 ⇒ (8) + 1 = 9

While stumbling through the halls, he comes across a compass-shaped Card 9: Mysterious Relic. Maybe it will help him leave!. Use BOTG to copy Orison and recharge it to bless. Bury top card of my deck to rage

INT 11: 2d6 + 1d8 + 4 ⇒ (4, 6) + (6) + 4 = 20 I gain a Goblin Marker

For the close, Reveal Mountaineer for +2d8 to survival. Also take Ukuja's Blessing of the Green Faith to bless

Survival 12: 2d4 + 2d8 ⇒ (3, 3) + (8, 6) = 20

On close, demiplane changes
Demiplane: 1d3 ⇒ 2 Boat

On close, we move randomly
Ukuja Random Location: 1d2 ⇒ 2 Ukuja moves to Thicket
Grenek Random Location: 1d2 ⇒ 1 Grenek moves to new Boat, which changes again
Demiplane: 1d2 ⇒ 2 Cell

The Wildcard also changes
Random Wildcard removed: 1d2 ⇒ 1 Books is and replaced with Ablaze

Ablaze Damage: 1d4 - 2 ⇒ (2) - 2 = 0

Grenek grabs the relic and immediately perks up as the twisting passages dissolve around him. Then he gets upset again as he finds himself in flaming jail Cell.

"Why has Grenek been arrested?
Me smash mean skull like the rest did!
Longshanks should release the gob,
Or me start an angry mob!"

"

Grenek wrote:

Hand: Staff of Minor Healing (Core), Ruan Mirukova, Hellknight of the Nail, Ukwar Axe, Mountaineer,

Displayed: Silver War Paint (Core),
Deck: 12 Discard: 1 Buried: 4
Hero Points: 3
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d8 and Piercing (use Staff of Minor Healing, Truthspeaker)

Mountaineer: Reveal for +2d8 on Survival checks
Other: Goblin Markers: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Commander's Falchion, Banudor, Korvosan Guard, Mastiff, Blessing of Torag, Blessing of Gorum, Bearskin Armor (Core), Ashbringer, Hellknight Plate, Scabbard of Keen Edges
Recharged: Lyrune-Quah Moon Maiden, Blessing of the Gods,
Discard Pile: Thundering Earthbreaker,
Buried Pile: The Brass Dwarf, Pit Gladiator, Lyrune-Quah Truthspeaker, Our Lord In Iron,

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 ([X] or a bane), you may bury a random card from your discards ([X] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([X]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card

"

"

The Perils:
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Confusing: After your reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.

The Harrows:
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
Harrow of Crowns: The difficulty of checks against summoned banes in increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Harrow of Stars: After your check that was not blessed, recharge a random card.

Location 7: Cell
Traits: Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
To Close: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Closed: You may draw a new ally.

Location 8: Thicket
Traits: Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
To Close: Summon and defeat a barrier
When Closed: No effect

Location 9:

Location 10:

"


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Missed that Enora had used my Blessing of the Everbloom. Discarding it and drawing a replacement card.


Female Halfling Arcanist/White Mage Deck Handler

(During Quinn's turn)
Ember Ghoul: Using Steal Soul, recharging Ring of Splendid Security
CON 8: 1d6 + 1d4 + 7 ⇒ (4) + (2) + 7 = 13

(During Grenek's turn)
Rejuvenation: 2d4 ⇒ (4, 2) = 6
Banishing Rejuvenation to recovery to heal Ukuja for 6 and remove any Curses/Scourges he has.
Cloudburst is recharged
Using Eagle Aerie by recharging Repulsion to move to Cell.
Recovery: Using Steal Soul
Divine 16: 1d10 + 5 + 1d4 ⇒ (10) + 5 + (2) = 17
Rejuvenation is recharged

(From the notes of Enora, party arcanist.)

Before flying off to liberate Grenek from whatever interplanar incident the goblin had managed to arrested for, I cast a powerful white spell to rejuvenate Ukuja.

Enora wrote:

Hand: Chronicler, Holy Javelin, Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Blessing of the Master of Masters (discard to bless/double bless if INT, recharge if Irori hour), Kazavon's Shield,

Displayed: Steal Soul, Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),
Deck: 13 Discard: 0 Buried: 1
Notes:
Ask before using: Blessing of the Master of Masters; Eagle Aerie for combat
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Eagle Aerie for movement; Magnetic Grimoire

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] 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 ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) 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.
[X] Instead of the first exploration on your turn, you may reveal a spell to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
[X] You gain the skill Divine: Charisma +1.

Hero points: 3


During Quinn's turn, he couldn't have buried The Carnival to remove Drained since The Carnival doesn't have the Divine trait. Therefore, he failed his check against the landshark and his location warped as a result (Landshark still got recharged due to its power though).

Demiplane Warp, 1=Boat, 2=Barracks: 1d2 ⇒ 2

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 Scenario: 6 / 8 locations closed.

Scenario Harrow Suit: Books
STORY BANES
Danger: Each time you encounter the danager, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
CotCT High Level Story Bane Roster (first roll determines column, second roll determines row)
Villain: NONE
Henchmen: NONE

SETUP
Display the Perils and the Harrows wildcards. Add any number of wildcards from them (minium 1 from each card).
The Perils (ABLAZE ACTIVE)
The Harrows HARROW OF SHIELDS ACTIVE)

When building locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

Mysterious Relic:

Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.

Planar Rift:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

After building locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

DURING THIS SCENARIO
When a location is closed and banished, build a random location from the demiplane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

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

Scenario Level (#): 6

Turn: 10, Enora/EmpTyger

Random Cards:

Monsters
Spoiler:
Gargoyle
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.

Spoiler:
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

Spoiler:
Yzahnum the Efreeti
CotCT
Monster 6
Traits:
Fire
Outsider
To Defeat:
Combat 23
Before acting, roll 1d6.
1-2. This monster is evaded; add the new location Twisting Passages and move to it.
3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
5-6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.

Spoiler:
Roc
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

Spoiler:
Kazavon's Iron Golem
CotCT
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.

Barriers
Spoiler:
Dispelling Mist
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.

Spoiler:
Ghastly Runes
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.

Spoiler:
Friendly Game of Sredna
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

Spoiler:
Warning Bells
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

Spoiler:
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.

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

Spoiler:
Limning Starknife
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.

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

Spoiler:
Deathbane Sling
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Commander's Falchion
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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


Spoiler:
Breath of Life
CotCT
Spell 5
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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


Spoiler:
Major Harrowing
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.


Spoiler:
Restoration
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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


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

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


Armors
Spoiler:
Kazavon's Shield
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.

Spoiler:
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

Spoiler:
Mantle of Life
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

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

Items
Spoiler:
Lyre of Storms
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.

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

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

Spoiler:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

Allies
Spoiler:
Landshark Whelp
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.

DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.


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

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


Spoiler:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.

Spoiler:
Pegg and Louie
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

Spoiler:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

Blessings
Spoiler:
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

Spoiler:
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
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.

Spoiler:
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.

Spoiler:
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.

Spoiler:
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.

Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.

Current Hour:

Cayden Cailean's Revelry:
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
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.

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 1 Quinn/MatsuKurisu
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 2 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ukuja/Bigguyinblack
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 3 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 3 Grenek/AAUGHWHY
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 4 Enora/EmpTyger:
Spoiler:
Hourglass Card 4 Enora/EmpTyger
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 5 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 5 Quinn/MatsuKurisu
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 6 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ukuja/Bigguyinblack
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 7 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 7 Grenek/AAUGHWHY
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 8 Enora/EmpTyger:
Spoiler:
Hourglass Card 8 Enora/EmpTyger
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Hourglass Card 9 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 9 Quinn/MatsuKurisu
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 10 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ukuja/Bigguyinblack
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
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 11 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 11 Grenek/AAUGHWHY
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 12 Enora/EmpTyger:
Spoiler:
Hourglass Card 12 Enora/EmpTyger
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 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 13 Quinn/MatsuKurisu
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Hourglass Card 14 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ukuja/Bigguyinblack
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 15 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 15 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 16 Enora/EmpTyger:
Spoiler:
Hourglass Card 16 Enora/EmpTyger
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 17 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 17 Quinn/MatsuKurisu
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 18 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 18 Ukuja/Bigguyinblack
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 19 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 19 Grenek/AAUGHWHY
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hourglass Card 20 Enora/EmpTyger:
Spoiler:
Hourglass Card 20 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.

Location #12: 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: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Landshark (recharged)

Barracks Card 1:
Dybbuk
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
Barracks Card 2:
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.
Barracks Card 3:
Banudor
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Barracks Card 4:
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
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.
Barracks Card 5:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Barracks Card 6:
Fury Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Barracks Card 7:
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.
Barracks Card 8:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Barracks Card 9:
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.
Barracks Card 10:
Landshark
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.

Location #13: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 6 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Grenek/AAUGHWHY, Enora/EmpTyger, None
Cell Card 1:
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.
Cell Card 2:
Ash Giant
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Cell Card 3:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Cell Card 4:
Stone-shard Breastplate
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Cell Card 5:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Cell Card 6:
Catoblepas
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Cell Card 7:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Cell Card 8:
Ash Giant Zombie
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Cell Card 9:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Cell Card 10:
Nightspear
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Cell Card 11:
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.
Cell Card 12:
Zellara
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.

Dark Archive

Quinn- Out of turn update
Could not Bury Carnival. Still drained

Failed check against Landshark, take 3 damage, Draw lt Hellknight Plate -3 to 0.
Display lt Hellknight Plate

Correcting hand, Dancing Dagger not drawn

"

Quinn wrote:

Hand: Shocking Sawtooth Saber, Headband of Mental Superiority, Risibeth, ac Angelic Armor, Glamered Leather Armor, The Carnival,

Displayed: lt Hellknight Plate, The Lost Harrows, Third Eye,
Deck: 13 Discard: 0 Buried: 1
Current Location: Base
Hero Points: 2 // Quinn has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.


NOTES:
Available Support: Distant:
Local: Bury Boon to add +1d8+4 vs barrier. *2
All items/allies available for support Powers: Available
Other: The Lost Harrows (Fortitude 1d12+3 or 1d12+6)

Deck, Discard, Buried:

Reloaded: Dancing Dagger,
Middle of Deck (Unknown Order): lt Achaekek's Claws, Jasan Adriel, The Midwife, Cerulean Mastermind, The All-Seeing Eye, Dust of Revealing, Fox, Ambrosia, Naval Hero, Twitch Tonic, Elixir of Focus
Recharged: Wyvern Poison,
Discard Pile:
Buried Pile: lt Shocking Sawtooth Saber,

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 ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. ([X] If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. ([X] You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check ([X] or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Female Halfling Arcanist/White Mage Deck Handler

The Perils:
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Confusing: After your reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.

The Harrows:
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
Harrow of Crowns: The difficulty of checks against summoned banes in increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Harrow of Stars: After your check that was not blessed, recharge a random card.

Location 12: Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
To Close: 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 Closed: Each local character may heal an Attack, Melee or Ranged boon.

Location 13: Cell
Traits: Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
To Close: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Closed: You may draw a new ally.

Hourglass: Cayden Cailean's Revelry o'clock: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Exploring Cell 1: Henchman A3: Mysterious Relic

Mysterious Relic:
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.

Using Steal Soul, revealing Chronicler by revealing Book
Knowledge 4+6=10: 1d10 + 6 + 1d4 + 1d6 ⇒ (8) + 6 + (3) + (4) = 21
Henchman A3 is recharged into Cell
Closing Cell: Burying Chronicler
Cell is closed. Drawing Random Ally 1: Landshark Whelp

Landshark Whelp:
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

Demiplanes (roll d10):
1) Tenement
Spoiler:

Traits: Urban
At This Location: On your checks to acquire an ally, you may bury a boon to add 1d8
To Close: Bury a boon
When Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

2) Thicket
Spoiler:

Traits: Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
To Close: Summon and defeat a barrier
When Closed: No effect
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

3) Barracks
Spoiler:

Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
To Close: 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 Closed: Each local character may heal an Attack, Melee or Ranged boon.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0

4) Twisting Passages
Spoiler:

Traits: Underground Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
To Close: Succeed at a Wisdom or Survival 5+# check.
When Closed: Each local character moves to a random other location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0

5) Boat
Spoiler:

Traits: Aquatic Urban
At This Location: When you move, any local characters may move with you.
To Close: Succeed at a Wisdom or Survival 5+# check.
When Closed: No effect
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0

6) Cell
Spoiler:

Traits: Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
To Close: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Closed: You may draw a new ally.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 0

7) Tower
Spoiler:

Traits: Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
To Close: Succeed at a Wisdom or Perception 4+# check.
When Closed: You may examine the top card of a distant location.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0

8) Office
Spoiler:

Traits:
At This Location: When you would reveal, reload or recharge an Animal ally, discard it instead.
To Close: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0

9) Arena
Spoiler:

Traits: Urban
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by 1d12.
To Close: Summon and defeat a new monster.
When Closed: Draw a new ally
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0

10) Manor
Spoiler:

Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card
To Close: Succeed at a Charisma or Diplomacy 5+# check
When Closed: Search your deck for a card and draw it.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0


Demiplane: 1d4 + 1 ⇒ (4) + 1 = 5
New Demiplane Boat is built
Boat:
Traits: Aquatic Urban
At This Location: When you move, any local characters may move with you.
To Close: Succeed at a Wisdom or Survival 5+# check.
When Closed: No effect
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0

Random Wildcard (1=Ablaze, 2=Harrow of Shields): 1d2 ⇒ 2
Harrow of Shields is removed. Adding Peril Wearisome.
Moving to Barracks. Location 12 shifts from Barracks to Thicket. Grenek must move

Thicket:
Traits: Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
To Close: Summon and defeat a barrier
When Closed: No effect
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

Ending turn.
Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1
Revealing Kazavon's Shield to prevent 1 Fire damage.
Resetting hand

(From the notes of Enora, party arcanist.)

Having extensive experience with chronicling the Occularium, the extraplanar legal code which Grenek had violated was relatively simple to analyze, to both free the goblin and decoupled the demiplane from the mist. Having also liberated a lost landshark pup, I endeavored to return to the thicket, thinking its disappearance might have caused the adult landshark's agitation.

Enora wrote:

Hand: Landshark Whelp (freely banish for +2d6 and Piercing to local combat), Ring of Splendid Security, Holy Javelin, Blessing of the All-Seeing Eye (discard to bless; recharge if Nethys hour), Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Blessing of the Master of Masters (discard to bless/double bless if INT, recharge if Irori hour), Kazavon's Shield, Darb Tuttle (recharge for +2d12 to local close/guard),

Displayed: Steal Soul, Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),
Deck: 11 Discard: 0 Buried: 2
Notes: Eagle Aerie can be used to move off-turn (ie to move without shifting the location)
Ask before using: Blessing of the Master of Masters; Blessing of the All-Seeing Eye; Eagle Aerie for combat; Landshark Whelp
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Eagle Aerie for movement; Magnetic Grimoire

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] 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 ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) 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.
[X] Instead of the first exploration on your turn, you may reveal a spell to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
[X] You gain the skill Divine: Charisma +1.

Hero points: 3

Summary:
Location 12 shifts to Thicket.
Location 13 Cell is closed and banished. (7/8)
Location 14 is built as Boat.
Random Ally 1 (Landshark Whelp) is acquired.
Grenek must move.
Enora is at Location 12 Thicket.
Current wildcards: Ablaze, Wearisome

The Perils:
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Confusing: After your reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.

The Harrows:
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
Harrow of Crowns: The difficulty of checks against summoned banes in increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Harrow of Stars: After your check that was not blessed, recharge a random card.

Location 12: Thicket
Traits: Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
To Close: Summon and defeat a barrier
When Closed: No effect

Location 14: Boat
Traits: Aquatic Urban
At This Location: When you move, any local characters may move with you.
To Close: Succeed at a Wisdom or Survival 5+# check.
When Closed: No effect

Dark Archive

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

Out of Turn updates:

Blessing = 1 Quinn/MatsuKurisu: The Theater
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.

Start of Turn
At: #12: Thicket
Thicket SoT Dexterity 10(4+6): 1d6 - 1 ⇒ (1) - 1 = 0 Failed. ENTANGLED
The Theater.Examine & may encounter = Thicket(Barracks) Card 1: Dybbuk, Monster 5 - Yes

Thicket(Barracks) Card 1: Dybbuk, Monster 5: Combat 22

Spoiler:
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

Reveal Shocking Sawtooth Saber Acrobatics +2d8
Reload Risibeth, Acrobatics = Knowledge +AD5 = 1d10+4+2
Reveal Headband of Mental Superiority +1d4
Discard The Carnival +1d10
Drained -5
Combat 22: 1d10 + 4 + 2 + 2d8 + 1d4 + 1d10 - 5 ⇒ (5) + 4 + 2 + (2, 8) + (1) + (10) - 5 = 27 - Banished

Give: ac Angelic Armor to Ukuja
Move: No

Third Eye: Barracks 2: Henchman Proxy B2 (Planar Rift) - Not Magic

At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.

Display Glamered Leather Armor

Free explore = No

End of Turn
Quinn Eot Examine = (Barracks 2: Henchman Proxy B2 (Planar Rift))
Ablaze: 1d4 - 2 ⇒ (2) - 2 = 0

Recovery

Reset
Discard
Draw up Dancing Dagger, Risibeth, The Midwife, Ambrosia

Summary
Location = #12: Thicket
Acquired =
Banished = (Barracks) Card 1: Dybbuk,
Examined = (Barracks) 2: Henchman Proxy B2 (Planar Rift)

Location =
Acquired =
Banished =
Examined =

From Box =

Displayed = ENTANGLED
Give = ac Angelic Armor to Ukuja

Angelic Armor:
Heavy Armor, Magic, Loot
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.

Used =

Other =

"

Quinn wrote:

Hand: Shocking Sawtooth Saber, Headband of Mental Superiority, Dancing Dagger, Risibeth, The Midwife, Ambrosia,

Displayed: lt Hellknight Plate, The Lost Harrows, Third Eye, Glamered Leather Armor,
Deck: 10 Discard: 1 Buried: 1
Current Location: Base
Hero Points: 2 // Quinn has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.


NOTES:
Available Support: Distant: Blessing available
Local: Bury Boon to add +1d8+4 vs barrier. *2
All items/allies available for support Powers: Available
Other: The Lost Harrows (Fortitude 1d12+3 or 1d12+6)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dust of Revealing, The All-Seeing Eye, Twitch Tonic, Cerulean Mastermind, lt Achaekek's Claws, Fox, Elixir of Focus, Naval Hero, Jasan Adriel
Recharged: Wyvern Poison,
Discard Pile: The Carnival,
Buried Pile: lt Shocking Sawtooth Saber,

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 ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. ([X] If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([X] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. ([X] You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check ([X] or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Healed for 6 during Enora's turn. Quinn decides to display his armor instead of passing it to Ukuja,

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

survival 4 +7 or Entangled, aided by hour: 2d10 + 7 ⇒ (1, 6) + 7 = 14

Use Balmberry on Quinn removing Wounded and healing him for 1.

Thicket card 2: Card 2: Henchman Proxy B2/Planar Rift:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

BYA summon and encounter the danger.

random high level danger: 2d6 ⇒ (1, 1) = 2

Ileosa Ascendant:

Details found here https://pacg.fandom.com/wiki/Ileosa_Ascendant

force dmg to Ukuja then evaded: 1d6 ⇒ 1 Prevented by Pygmy Ankylosaur.

divine 6 +7 aided by hour: 2d10 + 5 ⇒ (2, 6) + 5 = 13

Summon and defeat a barrier to close.

Random barrier #1 Dispelling Mist:

CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.

divine 14 discarding The Carnival to bless, recharge Lyrune-quah Truthspeaker to add 1d6, reveal Headband of Inspired Wisdom: 2d10 + 1d6 + 7 ⇒ (6, 1) + (1) + 7 = 15

Heal 2 from Lyrune-quah Truthspeaker. No effect on close.

remove 1. Ablaze, 2. Wearisome: 1d2 ⇒ 2

Wearisome is replaced with Harrow of Shields. I think Barracks is the last location so Barracks is created. Ukuja moves to Boat. No location for it to change to. Everyone else moves as desired. Display Angelic Armor.

Going to Pause turn until after the update because I want to cast Seek Quarry before ending my turn.


6-E DEVELOPMENT
When the ritual is completed, a shimmering stream of magic appears above the areana, absorbing the spirits into it.

The River of Souls, you think in awe. You didn't think you'd see it until you died.

The scene shifts again, briging you back to the parlor you first arrived in, and you watch as the spirits, one by one, stand before they go onto their final judgement. The last to go is the elderly lady who spoke to you.

"Thank you," she says with a nod before she disappears into the glorious stream.

Thanks to your curiosity, hundreds of souls that had been ensnared by Trazavai can now find their eternal rest.

REWARD
Each player may grant a hero point to a number of their characters equal to the number of wildcards chosen during Setup. (that's 2 for us)

ACQUIRED CARDS
Lyrune-quah Truthspeaker (Ally 4)
Angelic Armor (Armor 5)

(since there aren't enough boons for everyone, I'll draw 2 new random ones)

Toff Ornelos:

CotCT Ally 6
Traits: Aristocrat Human
To Acquire: Charisma Diplomacy 15 OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8. Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

Scabbard of Keen Edges:

CotCT Item 5
Traits: Accessory Magic
To Acquire: Intelligence Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.


Female Halfling Arcanist/White Mage Deck Handler

Gaining Hero Point.
Enora receives 1 bonus Hero Point. (Forfeiting 2nd bonus Hero Point.)
Upgrading Ally B Apprentice into Ally 6 Autumn Witch

(From the notes of Enora, final entry)

Much has happened since Clifton and I parted company, but I was pleased when a happenstance meeting with my former apprentice allowed an opportunity to reflect on where our respective magical studies have taken us since the events related to the rotting ruins of Lastwall. For him, the study of witchcraft, in particular the rituals of Autumn; for me, research into the white spiritual energies, especially those which conduct spirits along the river of souls.

But our conversation turned to reminiscing about the adventures recounted herein, and so after Clifton took his leave, I was thus inspired me to pen this epilogue. For while academic and ecumenical success followed upon my return, so to did a sundering of the adventuring party which I had grown accustomed to.

The Library and the Church have been good homes, and I am grateful for my opportunities in each and both. For therein have I found many colleagues who have eclipsed sorcerous talents of Seoni; the valor of Jayna; the curiosity of Aviva; the hardy comraderies of Boors, Moise, and Ketrik. But for all my investigations into the nature of arcane and divine magicks, nowhere have I found yet any equal for three qualities: neither the tenacity of Quinn, nor the intensity of Ukuja, nor the pluck of Grenek.

Enora, Female Halfling Arcanist/White Mage wrote:

Deck:

22 cards
9 Spells: Rejuvenation, Repulsion, Death's Touch, Eagle Aerie, Channel the Gift, Cloudburst, Holy Javelin, Marionette, Fire Snake
1 Armor: Helm of Electric Radiance
4 Items: Codex of Conversation, Magnetic Grimoire, Byzantine Lexicon, Binder's Tome
4 Allies: Autumn Witch, Ice Chemist, Cleric of Nethys, Chronicle
4 Blessings: Blessing of the All-Seeing Eye, Blessing of the Lady of Graves, Blessing of Qi Zhong, Blessing of the Master of Masters

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

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([X] 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 ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) 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.
[X] Instead of the first exploration on your turn, you may reveal a spell to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
[X] You gain the skill Divine: Charisma +1.

Cards:
Weapons 0 [] 1
Spells 6 [X] 7 [X] 8 [X] 9
Armors 0 [X] 1
Items 4 [] 5
Allies 2 [X] 3 [X] 4
Blessings 3 [X] 4 [] 5

Hero points: 5

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