[Outpost III] BR Dinketry's Legendary Night at Bloodthorne Manor (Inactive)

Game Master dinketry

Legendary PACS game as part of the Outpost III: Puttin' on the Ritz PbP Convention!


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Female Human Sorcerer Deck Handler

Blessing 3: Orison o'clock
Moving to Cell
Exploring Cell 2: Evil Eye

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.

Arcane 6+2=8: 1d12 + 4 ⇒ (10) + 4 = 14
Evil Eye is banished
Hearing Kyra's cry of pain, Seoni backtracked and caught up with the cleric in a different part of the basement. A cultist had taken refuge behind some rudimentary magical wards, but it was nothing that the sorcerer couldn't dispel.

Discarding The Peacock to explore Cell 3: Troubadour

Troubadour:
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

Diplomacy 4: 1d12 + 4 ⇒ (9) + 4 = 13
Troubadour is acquired
Stripped of his magical protection, the cultist confessed. "I didn't think we were really going to summon the undead! I thought it was all just an elaborate performance. I'm not really a cultist, I'm just an actor!" Seoni barely stifled a laugh.

Discarding Troubadour to explore Cell 4: Bloodbug

Bloodbug:
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.

Banishing Fiery Glare to recovery
Combat 11 (15): 1d12 + 4 + 2d4 ⇒ (11) + 4 + (1, 2) = 18
Bloodbug is banished

Seoni turned her attention to the cleric. She had noticed some parasitic bugs down in the basement. With surgical precision, the sorcerer lazed the largest ones into dust.

Ending turn. Displaying Infernal Healing
Infernal Healing: Burying Troubadour to heal The Peacock
Leech: 1d4 - 1 ⇒ (3) - 1 = 2
Recharging Leech to heal Kyra 2
Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1
No cards left in hand.
Recovery: Fiery Glare is recharged
Resetting hand
Confusing: Sling is shuffled into deck

"This won't be as glamorous as you are used to, but it should help." The sorcerer picked up 2 smaller parasites, and applied them onto Kyra's burns. For herself, Seoni traced her pentagram tattoo.

Seoni wrote:

Hand: Detect Magic, Sling, Soothing Word, Cat (recharge for +1d4 vs local spell), The Peacock (recharge to bless; no other boon can be played), Troubadour 1 (recharge for +1d6 to local non-combat CHA/Diplomacy),

Displayed: Infernal Healing,
Deck: 9 8 Discard: 2 Buried: 2
Notes:
Ask before using:
Can use without asking: The Peacock; Cat; Troubadour

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2 [] +3
Constitution d6 [] +1
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +1
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +2

Powers:
Favored Card: Spell
Proficiencies: Arcane
Hand Size 6 [X] 7

For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell ([] or an Arcane item), you automatically succeed. ([] You may instead shuffle it into your deck.)

Hero points: 2

Summary:
Cell 2, 4 are banished.
Cell 3 is acquired.
Kyra is healed for 2.
Seoni is at Cell.


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

Off-turn, Seoni heals Earthbreaker and Prayer

Hour of Shelyn's Song
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

Attempt to leave the Cell and return to the Lair
Strength 7: 1d8 ⇒ 2
Harrow of Keys - bury Sands of the Hour from discard

Stuck at the Cell, Kyra tries to locate the undead maintaining the haunt. She calls out to Hayato to make sure the big lunk knows where she and Seoni are.

Free explore of Cell 5: Hide Armor
Con 3: 1d6 ⇒ 6 Success

Discard The Empty Throne to explore Cell 6: The Marriage
Charisma 5: 1d8 ⇒ 8 Success

Cast Soothing Word to heal The Carnival.
End Turn.
Ablaze w/ Deadly for 1d4 - 2 + 1 ⇒ (1) - 2 + 1 = 0 (finally!)
Recharge Holy Symbol to Kyra's ability to heal The Empty Throne.
Recovery check for Soothing Word: Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8
Draw up, then shuffle back 1d6 ⇒ 5 The Carnival

Kyra wrote:

Hand: Earthbreaker, Holy Light (Core), Helm (Core), Holy Water (Kyra), The Marriage,

Displayed: Hide Armor,
Deck: 13 Discard: 1 Buried: 1
Hero Points: 0
NOTES:
Available Support: Holy Water and The Marriage are available as needed.
Other: Local characters all get d4 and Magic against Undead and Outsiders.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Giantbane Greataxe, Prayer 2, Holy Water (Seoni), Cure (Core), Divine Insight, Prayer 1, Holy Water (Core), Soothing Word, Korvosan Guard, The Empty Throne, Holy Symbol, Orison 1, The Carnival
Recharged:
Discard Pile: Aid (Core),
Buried Pile: Sands of the Hour 1,

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

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outside or Undead bane, add 1d4 (□ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
□ Gain the skills Fortitude: Con +2 and Perception: Wis +2.

Grand Lodge

Hayato Deck Handler

The hour is The Keep.

Hayato faintly hears Kyra calling.

"I'm COMING, KYRA!!!!!" he yells, racing off.

Move to the Cell.

"I FOUND you, yes?" Hayato triumphantly pronounces. "Oooh! Look out!"

Free explore and encounter Metal Cobra.

Hayato raises his metal axe as the metallic serpent's head cocks back.

Recharge Throwing Axe for a boost along with first combat of the round boost.

Combat (12+4) Check: 1d10 + 1 + 2 + 1d6 + 1d10 + 1d6 ⇒ (2) + 1 + 2 + (6) + (6) + (6) = 23

*CLANNNNNNNGGGG!* The axe (and its wielder) prove their mettle!

Ha! Discard Teamster to explore again. Encounter Henchman Proxy A (Ancient Skeleton).

"It followed me from the dungeons, Kyra!" Hayato yells as a skeletal warrior lurches into view. The samurai unsheathes his sword - or means to do so, but finds his sheath empty!

"I forgot to buckle it in!!" he briefly laments before taking out his sorrow with his gauntleted fists on the undead minion.

BYA 2 pts of damage: discard Longsword (no other cards in hand). Kyra, would you use your Holy Water here? I'll benefit from your undead boost as well.

Combat (15) Check: 1d10 + 2 + 1 + 2d6 + 1d4 ⇒ (5) + 2 + 1 + (5, 2) + (4) = 19 SUCCESS!

"Don't worry, Kyra and Magic Lady! I'll get us out of here, yes?" Hayato promises after dismantling the skeleton (with some help from the priest). The samurai braces himself in front of a caged door.

Can Seoni recharge The Peacock please?

Strength (8) Check: 2d10 + 1 ⇒ (5, 1) + 1 = 7 Blaaarrgh. FAIL!

*CLANNNNNNNGGGG!* Hayato stumbles backwards from the stuck door and crashes to the ground.

"Owwwww......."

End turn. No need to do Ablaze as no cards in hand. Reset hand. Confused recharges Gozreh's Growth.

Hayato wrote:

Hand: Earthbreaker, Horn of Battle Clarity, The Wanderer,

Displayed:
Deck: 12 Discard: 6 Buried: 1
Hero Points: 0
NOTES:
Available Support: Happy to avenge if needed.
Movement: I'm likely going to shadow Kyra.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Jinfu, Balmberry, Half-Plate, The Avalanche, Scimitar, Korvosan Guard
Recharged: Klar, Gem of Physical Prowess, Crowbar, Throwing Axe, Gozreh's Growth,
Discard Pile: The Mute Hag, Scythe, Holy Water, Droogami, Teamster, Longsword,
Buried Pile: Magic Leather Armor,

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

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies: Weapon Armors
X
POWERS:
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [X] [X] ☐

Grand Lodge

Hayato Deck Handler

Hmm. It appears that the Cell WAS successfully closed as the DC was 7, not 8 as pointed out by Kyra. Good catch!

Ablaze?: 1d4 - 2 ⇒ (1) - 2 = -1 YUSS!!

And since a location was closed, I can draw a new ally - Priest of Asmodeus - and get rid of one of those Perils Wildcards: good-bye, Confused! I'll replace the last card drawn into my hand (The Wanderer) with Priest of Asmodeus. Move Hayato and everyone else to the Lair upon closure.

"Follow me! You, too, surly-looking cleric!" the helpful warrior calls to his friends and a red-robed priest recently-freed from the prison cell.

Hayato wrote:

Hand: Earthbreaker, Horn of Battle Clarity, Priest of Asmodeus,

Displayed:
Deck: 13 Discard: 6 Buried: 1
Hero Points: 0
NOTES:
Available Support: Happy to avenge if needed.
Movement: I'm likely going to shadow Kyra.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scimitar, Jinfu, The Avalanche, Balmberry, Standard Bearer, The Wanderer, Half-Plate
Recharged: Klar, Gem of Physical Prowess, Crowbar, Throwing Axe, Gozreh's Growth,
Discard Pile: The Mute Hag, Scythe, Holy Water, Droogami, Teamster, Longsword,
Buried Pile: Magic Leather Armor,

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

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies: Weapon Armors
X
POWERS:
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [X] [X] ☐

Grand Lodge

During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

You may recharge # cards to add 1d4 and the Magic trait.

At the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.

During This Scenario: Add a number of Perils wildcards equal to the number of characters.

Before building the locations, search the vault and character decks for the item Holy Water and set it aside; return it at the end of the scenario. After drawing starting hands, each character may draw a Holy Water.

Holy Water:

CotCT Item 0
Traits: Liquid Magic Divine
To Acquire: Wisdom Divine 4
When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Divine 6 check to recharge this card.

When you close your location, remove a Perils wildcard of your choice.

Additional Rules: There is no Villain. The Henchman Proxy A cards are Ancient Skeletons; these and the Wight are all closing Henchmen.

WILDCARDS:

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 Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.

Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible.

Confusing: After you reset, shuffle a random card into your deck. PERILS WILDCARD

Ablaze: At the end of your turn, suffer 1d4-2 Fire damage. PERILS WILDCARD

Deadly: When you suffer damage, it is increased by 1. PERILS WILDCARD

Turn Order: Hayato, Seoni, Kyra

Danger:

Ancient Skeleton:

Story Bane
Traits:
Skeleton
Undead
Veteran

To Defeat:
Combat 11+##

Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.

Scenario Level (#): 1

Turn: 12, Seoni/EmpTyger

Random Cards:

Monsters
Spoiler:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

Spoiler:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Spoiler:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

Spoiler:
Plaguebearer
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.

Spoiler:
Yeth Hound
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

Barriers
Spoiler:
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.

Spoiler:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.

Spoiler:
Concealed Hatch
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.

Spoiler:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

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

Weapons
Spoiler:
Rapier
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

Spoiler:
Heavy Crossbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Allying Dart
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.

Spoiler:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Sword Cane
CotCT
Weapon 0
Traits:
Bludgeoning
Finesse
Melee
Staff
To Acquire:
Strength
Melee
Stealth 6
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.

Spells
Spoiler:
Harrowstrike
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Force
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.


Spoiler:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.


Spoiler:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

Spoiler:
Burst Bonds
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 5
When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
On a local check against an Obstacle or Trap barrier, banish to add 1d8.

DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.


Spoiler:
Enervation
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


Armors
Spoiler:
Shield of Resistance
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Magic Chain Shirt
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
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.

Spoiler:
Chain Shirt
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Tower Shield
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Items
Spoiler:
Spyglass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.

Spoiler:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.

Spoiler:
Zellara's Harrow Deck
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


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

Spoiler:
Elixir of Love
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


Allies
Spoiler:
Bodyguard
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.

Spoiler:
Harrower
CotCT
Ally 0
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.

Spoiler:
Guide
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.

Spoiler:
Porcupine
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

Spoiler:
Gentleman Explorer
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.

Blessings
Spoiler:
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

Spoiler:
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

Spoiler:
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.

Spoiler:
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Spoiler:
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.

Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

Current Hour:

The Vision:
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Iceman:
Spoiler:
Hourglass Card 1 Kyra/Iceman
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 2 Hayato/dinketry:
Spoiler:
Hourglass Card 2 Hayato/dinketry
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 3 Seoni/EmpTyger:
Spoiler:
Hourglass Card 3 Seoni/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 4 Kyra/Iceman:
Spoiler:
Hourglass Card 4 Kyra/Iceman
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.
Hourglass Card 5 Hayato/dinketry:
Spoiler:
Hourglass Card 5 Hayato/dinketry
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 6 Seoni/EmpTyger:
Spoiler:
Hourglass Card 6 Seoni/EmpTyger
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 7 Kyra/Iceman:
Spoiler:
Hourglass Card 7 Kyra/Iceman
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 8 Hayato/dinketry:
Spoiler:
Hourglass Card 8 Hayato/dinketry
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Hourglass Card 9 Seoni/EmpTyger:
Spoiler:
Hourglass Card 9 Seoni/EmpTyger
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 10 Kyra/Iceman:
Spoiler:
Hourglass Card 10 Kyra/Iceman
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 11 Hayato/dinketry:
Spoiler:
Hourglass Card 11 Hayato/dinketry
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 12 Seoni/EmpTyger:
Spoiler:
Hourglass Card 12 Seoni/EmpTyger
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 13 Kyra/Iceman:
Spoiler:
Hourglass Card 13 Kyra/Iceman
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 14 Hayato/dinketry:
Spoiler:
Hourglass Card 14 Hayato/dinketry
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 15 Seoni/EmpTyger:
Spoiler:
Hourglass Card 15 Seoni/EmpTyger
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 16 Kyra/Iceman:
Spoiler:
Hourglass Card 16 Kyra/Iceman
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 17 Hayato/dinketry:
Spoiler:
Hourglass Card 17 Hayato/dinketry
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 18 Seoni/EmpTyger:
Spoiler:
Hourglass Card 18 Seoni/EmpTyger
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.

Location #1: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Hayato/dinketry, Seoni/EmpTyger, Kyra/Iceman, None

Lair Card 1 (Ghoul):
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Lair Card 2:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Lair Card 3:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Lair Card 4:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Location #2: 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: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Twisting Passages Card 2:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Twisting Passages Card 3:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Twisting Passages Card 4:
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 5:
Horn of Battle Clarity
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Twisting Passages Card 6:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Twisting Passages Card 7:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Twisting Passages Card 8:
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Twisting Passages Card 9:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Twisting Passages Card 10:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Twisting Passages Card 11:
Seeking Shortbow
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 12:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Twisting Passages Card 13:
Ratling
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.

Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Dungeons Card 1 (Henchman Proxy A3):
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.


Female Human Sorcerer Deck Handler

(During Hayato’s turn)
Moving to Dungeon

Seoni took the long way out of the cell.

(Seoni’s turn)
Vision o’clock: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Examining Dungeons 1: Henchman A3: Ancient Skeleton

Ancient Skeleton:
Story Bane
Traits:
Skeleton
Undead
Veteran

To Defeat:
Combat 11+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.


“Better wait for Kyra,” muttered the sorcerer, warily eying the hordes of skeletons remaining in the dungeon.

Moving to Lair
Exploring Lair 1: Ghoul

Ghoul:
Core
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.

Recharging Detect Magic as an Attack Force Magic spell. Kyra turns undead
Combat 11+4=15: 1d12 + 4 + 2d4 + 1d4 ⇒ (6) + 4 + (3, 2) + (3) = 18
Ghoul is banished

Seoni found the cleric keeping a ghoul at bay. With a quick fling of magic missiles, she dispatched the freakish undead.

Discarding Cat to explore Lair 2: Wight

Wight:
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.

Discarding Troubadour, Soothing Word for 1+1=2 Deadly Cold damage
Lair. Kyra discards The Marriage and turns undead
Knowledge 6+2+2=10: 2d8 + 1 + 1d4 + 1d6 ⇒ (5, 4) + 1 + (3) + (5) = 18
Wight is banished

A chill came over her as a wight emerged from the lair. But Seoni recognized that the undead spirit was not attacking her, but merely following its ghoulish spouse. "How touching," said Seoni wryly. "Lord and Lady Bloodthorne, reunited in death." She let it pass, and the spirit faded away.

Ending turn
Examining Lair 3: Locate Object

Locate Object:
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Ablaze: 1d4 - 1 ⇒ (4) - 1 = 3
No cards left in hand
Infernal Healing: Burying Troubadour to heal Soothing Word. Resetting hand

The sorcerer traced the pentagram, and Seoni felt the wight's cold aura dissipate as well.

(At the start of Kyra's turn)
Banishing Locate Object to recovery to examine and encounter Lair 3: Locate Object
Arcane 6: 1d12 + 4 ⇒ (8) + 4 = 12
Locate Object is acquired
Recovery: Locate Object is recharged

Seoni kept casting her divination spells.

Seoni wrote:

Hand: Locate Object, The Theater (discard to bless; non-blessing Harrow boons may be freely played), Invisibility (banish to recovery to evade local/for +2d10 to local Stealth), Soothing Word, Detect Magic, Fiery Glare, Acadamae Student (recharge for +1d4 to local Arcane/vs local Outsider bane),

Displayed: Infernal Healing,
Deck: 6 5 Discard: 3 Buried: 3
Notes:
Ask before using: The Theater
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Acadamae Student; Invisibility

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2 [] +3
Constitution d6 [] +1
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +1
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +2

Powers:
Favored Card: Spell
Proficiencies: Arcane
Hand Size 6 [X] 7

For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell ([] or an Arcane item), you automatically succeed. ([] You may instead shuffle it into your deck.)

Hero points: 2

Summary:
Lair 1, 2 are banished.
Lair 3 is acquired.
Kyra discards The Marriage.
Seoni is at Lair.


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

Off turn, use Holy Water.
Divine 6: 1d10 + 4 ⇒ (3) + 4 = 7 Recharged
Discard The Marriage

Hour of Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.

Move to Dungeons, free explore to encounter Ancient Skeleton
Recharge Holy Light to BYA, reveal Earthbreaker, turn undead.

Combat 17: 1d8 + 2 + 1d12 + 4 + 1d4 ⇒ (7) + 2 + (4) + 4 + (4) = 21 Success

Summon another Ancient Skeleton to close
Recharge Hide Armor and reveal Helm to reduce by 2.
Reveal Earthbreaker, turn undead.

Combat 17: 1d8 + 2 + 1d12 + 4 + 1d4 ⇒ (1) + 2 + (11) + 4 + (4) = 22 Success

Draw Orison.
Remove the Deadly peril
Move back to Lair
End turn
Ablaze: 1d4 - 2 ⇒ (2) - 2 = 0
Recharge Orison to heal Seoni 1 card

Kyra wrote:

Hand: Earthbreaker, Divine Insight, Helm (Core), Holy Symbol, Korvosan Guard, Prayer 1,

Displayed:
Deck: 12 Discard: 2 Buried: 1
Hero Points: 0
NOTES:
Available Support: Divine Insight and Prayer are available as needed.
Other: Local characters all get d4 and Magic against Undead and Outsiders.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Empty Throne, Soothing Word, The Carnival, Giantbane Greataxe, Holy Water (Core), Cure (Core), Prayer 2, Holy Water (Seoni)
Recharged: Holy Water (Kyra), Holy Light (Core), Hide Armor, Orison 1,
Discard Pile: Aid (Core), The Marriage,
Buried Pile: Sands of the Hour 1,

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

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outside or Undead bane, add 1d4 (□ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
□ Gain the skills Fortitude: Con +2 and Perception: Wis +2.


Female Human Sorcerer Deck Handler

(During Kyra's turn)
The Publican is healed

Seoni had barely finished her divination when she felt Kyra's positive energy returning. "That didn't take you long at all," Seoni said approvingly.

Seoni wrote:

Hand: Locate Object 2, The Theater (discard to bless; non-blessing Harrow boons may be freely played), Invisibility (banish to recovery to evade local/for +2d10 to local Stealth), Soothing Word, Detect Magic, Fiery Glare, Acadamae Student (recharge for +1d4 to local Arcane/vs local Outsider bane),

Displayed: Infernal Healing,
Deck: 7 Discard: 2 Buried: 3
Notes:
Ask before using: The Theater
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Acadamae Student; Invisibility

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2 [] +3
Constitution d6 [] +1
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +1
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +2

Powers:
Favored Card: Spell
Proficiencies: Arcane
Hand Size 6 [X] 7

For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell ([] or an Arcane item), you automatically succeed. ([] You may instead shuffle it into your deck.)

Hero points: 2

Grand Lodge

Hayato Deck Handler

The hour is Erastil's Eye.

Hayato watches warily as first the sorcerer, then Kyra excuse themselves from Hayato's side to sneak off. The samurai starts getting peeved. When Kyra arrives back, Hayato decides to say something.

"You two are always racing off together!" he huffs. "Well, fine! I have friends, too."

And Hayato leaves.

Move to the Twisting Passages. Free explore and encounter Snake.

"You'll be my friend, won't you, Mr Snake?"

Recharge Horn of Battle Clarity for a 1d4 boost here.

Survival (5) Check: 1d6 + 1 + 1d4 ⇒ (4) + 1 + (2) = 7 SUCCESS!

Hayato grabs the snake and shoves it into a sack.

Recharge Priest of Asmodeus to explore again with a boost: Allip. Recharge Earthbreaker. for 1d4 boost and Magic to tis check. First combat of the turn.

A ghostly creature flits into the room. Hayato yells out and tries to smash it with his maul.

Harrow of Books to increase DC: 1d6 ⇒ 6

Combat (14+6) Check: 1d10 + 2 + 1 + 1d10 + 1d4 ⇒ (8) + 2 + 1 + (10) + (2) = 23 SUCCESS!

Hayato smashes down, crunching through the apparition. The cursed thing puffs into smoke. Hayato pouts and misses his friends.

Bury Snake after using Priest of Asmodeus. Hand is empty so Ablaze is moot. End turn. Reset hand.

Hayato wrote:

Hand: Balmberry, Jinfu, Standard Bearer, The Wanderer,

Displayed:
Deck: 12 Discard: 6 Buried: 2
Hero Points: 0
NOTES:
Available Support: Happy to avenge if needed.
Movement: I'm likely going to shadow Kyra.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Avalanche, Scimitar, Korvosan Guard, Half-Plate
Recharged: Klar, Gem of Physical Prowess, Crowbar, Throwing Axe, Gozreh's Growth, Horn of Battle Clarity, Priest of Asmodeus, Earthbreaker,
Discard Pile: The Mute Hag, Scythe, Holy Water, Droogami, Teamster, Longsword,
Buried Pile: Magic Leather Armor, Snake,

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

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies: Weapon Armors
X
POWERS:
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [X] [X] ☐

Grand Lodge

During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

You may recharge # cards to add 1d4 and the Magic trait.

At the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.

During This Scenario: Add a number of Perils wildcards equal to the number of characters.

Before building the locations, search the vault and character decks for the item Holy Water and set it aside; return it at the end of the scenario. After drawing starting hands, each character may draw a Holy Water.

Holy Water:

CotCT Item 0
Traits: Liquid Magic Divine
To Acquire: Wisdom Divine 4
When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Divine 6 check to recharge this card.

When you close your location, remove a Perils wildcard of your choice.

Additional Rules: There is no Villain. The Henchman Proxy A cards are Ancient Skeletons; these and the Wight are all closing Henchmen.

WILDCARDS:

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 Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.

Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible.

Confusing: After you reset, shuffle a random card into your deck. PERILS WILDCARD

Ablaze: At the end of your turn, suffer 1d4-2 Fire damage. PERILS WILDCARD

Deadly: When you suffer damage, it is increased by 1. PERILS WILDCARD

Turn Order: Hayato, Seoni, Kyra

Danger:

Ancient Skeleton:

Story Bane
Traits:
Skeleton
Undead
Veteran

To Defeat:
Combat 11+##

Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.

Scenario Level (#): 1

Turn: 15, Seoni/EmpTyger

Random Cards:

Monsters
Spoiler:
Dire Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.

Spoiler:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.

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

Spoiler:
Mimic
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.

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.

Barriers
Spoiler:
Mad Prophet
CotCT
Barrier 1
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.

Spoiler:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.

Spoiler:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.

Spoiler:
Tangle of Debris
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

Spoiler:
Haunt
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.

Weapons
Spoiler:
Shortbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
Humanbane Rapier
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

Spoiler:
Quarterstaff
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Burst Bonds
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 5
When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
On a local check against an Obstacle or Trap barrier, banish to add 1d8.

DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.


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

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


Spoiler:
Acid Burst
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.

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


Spoiler:
Charm Person
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.

Spoiler:
Viper Strike
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Armors
Spoiler:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

Spoiler:
Magic Mithral Chain Mail
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Archer's Kite Shield
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Heavy Shield
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Items
Spoiler:
Wand of Force Missile
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


Spoiler:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.

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

Spoiler:
The Unveiling
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

Spoiler:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.


Allies
Spoiler:
Harrower
CotCT
Ally 0
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.

Spoiler:
Horse
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.

Spoiler:
Priest of Pharasma
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

Spoiler:
Noble
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

Spoiler:
Droogami
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.

Blessings
Spoiler:
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.

Spoiler:
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.

Spoiler:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

Spoiler:
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Spoiler:
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.

Hour Power: On your check against a spell, add 1d4.

Current Hour:

Nethys's Duality:
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Iceman:
Spoiler:
Hourglass Card 1 Kyra/Iceman
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.
Hourglass Card 2 Hayato/dinketry:
Spoiler:
Hourglass Card 2 Hayato/dinketry
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 3 Seoni/EmpTyger:
Spoiler:
Hourglass Card 3 Seoni/EmpTyger
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 4 Kyra/Iceman:
Spoiler:
Hourglass Card 4 Kyra/Iceman
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 5 Hayato/dinketry:
Spoiler:
Hourglass Card 5 Hayato/dinketry
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Hourglass Card 6 Seoni/EmpTyger:
Spoiler:
Hourglass Card 6 Seoni/EmpTyger
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 7 Kyra/Iceman:
Spoiler:
Hourglass Card 7 Kyra/Iceman
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 8 Hayato/dinketry:
Spoiler:
Hourglass Card 8 Hayato/dinketry
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 9 Seoni/EmpTyger:
Spoiler:
Hourglass Card 9 Seoni/EmpTyger
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 10 Kyra/Iceman:
Spoiler:
Hourglass Card 10 Kyra/Iceman
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 Hayato/dinketry:
Spoiler:
Hourglass Card 11 Hayato/dinketry
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 12 Seoni/EmpTyger:
Spoiler:
Hourglass Card 12 Seoni/EmpTyger
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 13 Kyra/Iceman:
Spoiler:
Hourglass Card 13 Kyra/Iceman
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 14 Hayato/dinketry:
Spoiler:
Hourglass Card 14 Hayato/dinketry
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 15 Seoni/EmpTyger:
Spoiler:
Hourglass Card 15 Seoni/EmpTyger
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.

Location #1: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger, Kyra/Iceman, None

Lair Card 1:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Location #2: 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: 5 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Hayato/dinketry, None
Twisting Passages Card 1:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Twisting Passages Card 2:
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 3:
Horn of Battle Clarity
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Twisting Passages Card 4:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Twisting Passages Card 5:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Twisting Passages Card 6:
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Twisting Passages Card 7:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Twisting Passages Card 8:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Twisting Passages Card 9:
Seeking Shortbow
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 10:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Twisting Passages Card 11:
Ratling
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.


Female Human Sorcerer Deck Handler

Nethys's Duality o'clock: On your check against a spell, add 1d4.
Moving to Twisting Passages
Exploring Twisting Passages 1: Ghoul Bat

Ghoul Bat:
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

Seoni cannot make a CON/Fortitude 8 check. Detect Magic is discarded
Recharging Invisibility as an Attack Force Magic spell
Combat 12: 1d12 + 4 + 2d4 + 1 ⇒ (7) + 4 + (3, 2) + 1 = 17
Ghoul Bat is banished

"Finish things up here. I'll help Hayato secure the exit." Seoni left Kyra and went to catch up with the samurai down the tunnel, colliding with a bony mass that momentarily took the wind out of her lungs. But the sorcerer quickly regained her composure and blasted the undead bat.

Discarding Acadamae Student to explore Twisting Passages 2: Henchman A1: Ancient Skeleton

Ancient Skeleton:
Story Bane
Traits:
Skeleton
Undead
Veteran

To Defeat:
Combat 11+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.


Recharging Divine Soothing Word
Recharging Locate Object as an Attack Force Magic spell, using Acadamae Student, recharging Fiery Glare for d4 and Magic. Kyra discards Prayer
Combat 11+4=15: 2d12 + 4 + 2d4 + 1 + 1d4 ⇒ (11, 4) + 4 + (1, 4) + 1 + (4) = 29
Henchman A1 is banished

Pausing to ask about using Hayato's blessing for closing


Female Human Sorcerer Deck Handler

(Resuming turn)
Closing Twisting Passage: Recharging The Theater for d4 and Magic. Hayato discards The Wanderer
WIS 5+1=6: 3d6 + 1d4 ⇒ (6, 2, 3) + (4) = 15
Twisting Passages is closed. Ablaze is removed. Moving to Lair. Hayato moves to Lair

In her nomadic life, Seoni had wandered down her fair share of tunnels, and she found the exit easily enough. One final skeleton guarded the way out, but with the prayers of Kyra audible even here, it stood no chance. Seoni's magic missiles flew with studied precision.

Ending turn
Infernal Healing: Burying Detect Magic to heal Acadamae Student
Resetting hand

The sorcerer traced her pentagram tattoo one final time as she and Hayato reported back to Kyra. "The way out is clear. Whenever you're ready, we can leave."

Seoni wrote:

Hand: Soothing Word, Fiery Glare, The Peacock (recharge to bless; no other boon can be played), Mirror Image, Locate Object 2, The Theater (discard to bless; non-blessing Harrow boons may be freely played), Leech (recharge to heal local 1d4-1),

Displayed: Infernal Healing,
Deck: 6 Discard: 2 Buried: 4
Notes:
Ask before using:
Can use without asking: The Peacock; The Theater; Leech

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2 [] +3
Constitution d6 [] +1
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +1
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +2

Powers:
Favored Card: Spell
Proficiencies: Arcane
Hand Size 6 [X] 7

For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell ([] or an Arcane item), you automatically succeed. ([] You may instead shuffle it into your deck.)

Hero points: 2


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

Like Sands through the Hourglass...

No movement, so bury The Marriage from discard to Harrow of Keys.
Free explore of Lair 1: Starknife
Recharge Divine Insight for d4 and magic

Melee 6: 1d8 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7 Success

Attempt to close the Lair
Seoni discards The Theatre, Hayato recharges Standard Bearer, recharge Starknife for d4 and magic

Melee 6: 1d8 + 2 + 1d8 + 1d4 + 1d4 ⇒ (2) + 2 + (3) + (1) + (3) = 11 Success

Kyra looks around at the remains of the undead, at the children who are rejoining their parents, and smiles with satisfaction.
She smashes one last remnant of the haunt, a garish symbol carved into a post, before turning to go.

Fin!

Grand Lodge

At last, the light fades from the risen bones, and they clatter to the broken ground. The floorboards snap back into place as if they had never opened into the mass grave below. When the house falls silent at last, the door at the back of the room opens, revealing four children: three frightened and dirty; the fourth bathed in golden light. The three living children stumble out, elated to see familiar faces. The townsfolk of Tragen weep with relief.

The glowing child smiles sadly. He silently gestures to the spot from which the horde of skeletons arose. Words in childish handwriting appear on the ground.“Stay safe. Don’t forget what the bad people did.”

When you ask the child what happened here, he eagerly responds by covering the floor in many more scrawled words.

Quill and parchment in hand, you transcribe the story of this ill-fated manor.

SUCCESS!

Scenario Reward:

  • Each character draws a new ally or item.
  • Adventure Card Society characters may choose a bonus deck upgrade.

    Adventure Reward: Choose one of your characters. That character gains the power “When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.”

    Character Advancement: Each character gets an experience point and a Hero Point.

    Potential Upgrades:

  • Troubadour (Ally 0)
  • Snake (Ally 0)
  • Hide Armor (Armor 0)
  • Magic Leather Armor (Armor 1)
  • The Marriage (Blessing 1)
  • Gem of Physical Prowess (Item 1)
  • Locate Object (Spell 1)
  • Scimitar (Weapon 0)
  • Starknife (Weapon 0)

    To the Discussion thread once more!


  • Female Human Sorcerer Deck Handler

    Gaining Hero Point
    Upgrading Spell 0 Detect Magic into Spell 1 Good Omen. Forfeiting 2nd upgrade.
    Gaining Power: When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

    Seoni read the handwriting carefully, captivated by the lore. "The legendary magic of the Bloodthornes is indeed powerful, powerful enough to spirit someone away from danger." A satisfying conclusion to the adventure, thought the sorcerer, as she returned with Kyra and Hayato to the tavern. In the morning she would depart from Tregan. "The children are safe, the story is known." A good omen to embark onto new adventures.


    Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

    I see what you did there. ;)
    Will also apply the new ability to this character.

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