Sanctioned Curse of the Crimson Throne (PACS) Outpost III with Eddiephlash (Inactive)

Game Master eddiephlash

Turn order:
Raheli - Chthonicthul
Brielle - Shnik
Enora - Gimry
Quinn - JohnF
Koren - MauveAvengr


1,301 to 1,319 of 1,319 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

Off turn activities:

On Koren's turn, recharge Blessing of the Quartermaster and reload Eagle.

Turn 19

The Hour is Irori's Mastery - On your blessed check, you may reroll any dice showing 1.

SOT: Examine top card of location/siege pile: Ancient Black Dragon

Ancient Black Dragon:
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

SOT: reveal Haversack to examine top card of deck: Meteor Hammer +3. Reload.

SOT: Exchange Helpful Haversack (hand) and Blessing of Kofusachi (kit).

Explore, encountering Ancient Black Dragon.

[BA check: Reload Ring of Splendid Security to add 7; scenario adds a d4
Dexterity 11: 1d6 + 1d4 + 7 ⇒ (5) + (4) + 7 = 16 Passed

Reveal then discard Sawtooth Saber; reload Blackjack's Gear to fight using Knowledge + 4

Combat 28: 1d10 + 6 + 4 + 2d8 + 1d8 + 6 ⇒ (3) + 6 + 4 + (7, 8) + (6) + 6 = 40 Defeated.

With no way to explore again other than the Blessing of Kofusachi (which is better used to get the Investigator's Lamp back), Quinn ends his turn.

EOT: Reveal RR to recharge only discard - Shocking Sawtooth Saber.

EOT: Examine to card of location/Siege Pile - Troll.

Reset, drawing Blackjack's Gear, Ring of Splendid Security, Eagle, Meteor Hammer +3, Writhing Armor

Quinn wrote:

Hand: Blackjack's Rapier, Meteor Hammer +3, Writhing Armor, Ring of Regeneration, Ring of Splendid Security, Investigator's Lamp, Blackjack's Gear, Eagle, Blessing of Kofusachi,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Boat
Hero Points: 4
Reroll Used: Y
NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 to a local check against a bane. Eagle can be reloaded to examine the top card of any location. Other cards or support could be made available if requested.
Movement: An examinable location (prefer barriers, not monsters)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Energy Resistance, Blessing of Yaezhing, Blessing of Abadar, Shy Ratani, Blackjack's Daggers
Recharged: Venture-Captain, Boots of Alacrity, Wayfarer, Gem of Mental Acuity, Cloak of Daggers, The Publican, Blessing of the Quartermaster, Shocking Sawtooth Saber,
Discard Pile:
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:

POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.

Empiricist Role:
☐ On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
At the end (☑ or start) of your turn, you may examine the top card of your location. (☑ You may recharge a card to ignore powers that would happen when you examine it.)

Blackjack Role:
At the start of your turn, you may exchange a card in your hand with a card in your kit.
☑ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.

Turn Summary:
Defeated One card from siege pile (Ancient Black Dragon)
Next card in Siege Pile is a Troll

Note:
Quinn once again has both his Eagle and his Investigator's Lamp available for scouting.
He plans to use the Eagle once the Troll is defeated, and the Lamp after whatever the Eagle reveals is dealt with


During This Adventure:

During This Scenario:

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

    Story Banes
    Danger: Dragon
    Villain: None
    Non-Closing Henchman: Kazavon, Dragons - Proxy A, Cultists - Proxy B

    Setup:
    Choose a number of random Urban locations equal to the number of characters +2.
    When building the locations, set aside the banes in a siege pile, then shuffle in the non-closing henchman Kazavon and a number of non-closing henchman Dragons - Proxy A and Cultists - Proxy B each equal to the number of characters.

    Additional Rules: Story Bane Details:

    Dragon (Danger, Non-closing henchman Proxy A, 0 remain):

    Story Bane
    Type: Monster
    Traits: Dragon Veteran
    To Defeat: Combat 16+## OR Diplomacy 12+#
    Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
    Cultist (Non-closing henchman Proxy B, 1 remain):

    Story Bane
    Type: Monster
    Traits: Cultist Human Veteran
    To Defeat: Combat 10+## OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
    Kazavon (Non-closing henchman, story objective):

    Story Bane
    Type: Monster
    Traits: Dragon Fighter
    To Defeat: Combat 30 THEN Combat 30
    Immune to Electricity. Resistant to Attack. Vulnerable to Slashing. All damage is Electricity. Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded. While acting, distant characters cannot play cards or use powers. Scenario power: If you defeat Kazavon and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon back into it.

    Scenario Level (#): 7

    Turn: 20, Koren/MauveAvengr

    Random Cards:

    Monsters
    Spoiler:
    Ancient Black Dragon
    CotCT
    Monster 6
    Traits:
    Acid
    Dragon
    To Defeat:
    Combat 28
    OR Diplomacy 18
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

    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.

    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:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.

    Spoiler:
    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.

    Barriers
    Spoiler:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

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

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

    Spoiler:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Spoiler:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

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

    Spoiler:
    Dancing Dagger
    CotCT
    Weapon 6
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 17
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
    On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

    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:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 15
    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:
    Ice Strike
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.


    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 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:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

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


    Spoiler:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Armors
    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

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

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

    Items
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    Whisper of the First Lie
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 14
    On a local Diplomacy check, freely recharge to add your Diplomacy.
    On a local Diplomacy check, freely discard to reroll any number of dice.
    When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.

    Spoiler:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    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.

    Allies
    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:
    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.

    Spoiler:
    Aerilaya
    CotCT
    Ally 5
    Traits:
    Banshee
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Weapon 0
    Display. While displayed:
    * On local combat or Constitution checks, add 1d6.
    * At the end of the turn, banish.
    Bury to explore; you may bury a weapon to reload instead.

    Spoiler:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

    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.

    Blessings
    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then 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:
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

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

    Hour Power: You may not use powers to reroll dice.

    Current Hour:

    The Inquisitor:
    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.

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 1 Raheli/Chthonicthul
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 2 Brielle/Shnik:
    Spoiler:
    Hourglass Card 2 Brielle/Shnik
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 3 Enora/Gimry:
    Spoiler:
    Hourglass Card 3 Enora/Gimry
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 4 Quinn/JohnF:
    Spoiler:
    Hourglass Card 4 Quinn/JohnF
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 5 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Koren/MauveAvengr
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 6 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 6 Raheli/Chthonicthul
    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.
    Hourglass Card 7 Brielle/Shnik:
    Spoiler:
    Hourglass Card 7 Brielle/Shnik
    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.
    Hourglass Card 8 Enora/Gimry:
    Spoiler:
    Hourglass Card 8 Enora/Gimry
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 9 Quinn/JohnF:
    Spoiler:
    Hourglass Card 9 Quinn/JohnF
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Hourglass Card 10 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 10 Koren/MauveAvengr
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.

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

    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.
    Siege Deck Card 2:

    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 3:

    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Siege Deck Card 4:

    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Siege Deck Card 5:

    Infernal Warhounds
    CotCT
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    After the encounter, a random local character summons and encounters this monster.
    Siege Deck Card 6:

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

    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.
    Siege Deck Card 8:

    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.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 14
    Located/Displayed Here: Raheli/Chthonicthul, None

    Base Card 1:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 2:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 3:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 4:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 5:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 6:
    Grandmaster Boule
    CotCT
    Supporter 6
    Traits:
    Human
    Rogue
    Display. While displayed:
    * You may bury to examine the top card of a location; if it is a boon, draw it.
    * ? On your check to acquire, you may bury a card to add 1d10.
    Base Card 7:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 8:
    Shadowcount Sial
    CotCT
    Supporter 5
    Traits:
    Human
    Summoner
    Display. While displayed:
    * When a character encounters a summoned bane, you may bury to let that character evade it.
    * ? On your checks against Outsider banes, add 1d4.
    Base Card 9:
    Sabina Merrin
    CotCT
    Supporter 6
    Traits:
    Fighter
    Human
    Display. While displayed:
    * On your checks against Gray Maiden cards, add 1d4.
    * ? When a character suffers damage, you may bury to reduce it to 0.
    Base Card 10:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 11:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 12:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 13:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 14:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Location #1: Academy
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Brielle/Shnik, Koren/MauveAvengr, None

    Arsenal Card 1:
    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.
    Arsenal Card 2:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
    Arsenal Card 3:
    Keen Spiked Chain
    CotCT
    Weapon 5
    Traits:
    2-Handed
    Chain
    Finesse
    Magic
    Melee
    Piercing
    To Acquire:
    Strength
    Acrobatics
    Melee 15
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Arsenal Card 4:
    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.
    Arsenal Card 5:
    Brooch of Protection
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Fortitude 10
    Display. While displayed:
    * When you suffer Combat or Force damage, reduce it by 1.
    * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
    * When this card has 6 markers, bury it.
    Arsenal Card 6:
    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.
    Arsenal Card 7:
    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.

    Location #3: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Quinn/JohnF, None
    Boat Card 1:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
    Boat Card 2:
    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.

    Boat Card 3:
    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.

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

    Location #5: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Gimry,
    Library Card 1:
    Corrosive Storm
    CotCT
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 13
    Freely display. While displayed:
    * On combat checks, add 2d6 and the Acid trait.
    * At the end of the turn, banish; each other character suffers 1 Acid damage.

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

    Library Card 2:
    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.


  • STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Koren - MauveAvengr
    Out of Turn Updates: Koren must do Dex/Acrobatics check or suffer damage.

    Dexterity 12: 1d4 ⇒ 3
    Acid damage: 1d4 ⇒ 3

    Reveal Rhino Hide Armor to reduce Acid damage by 3 to 0.

    Brielle uses power once. Discard Jorgenfist Spear

    Turn: Turn 20 - The Inquisitor

    The Inquisitor:
    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.

    Hour Power: You may not use powers to reroll dice.

    SOT: Discard top card of deck due to Wounded. Discard Burst of Glory

    Move: Move to Library

    Explore: Troll

    Troll:
    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.

    Koren will reveal Rhino Hide Armor to reduce Combat damage by 3 to 0. Will recharge Adamantine Plate Armor to reduce Combat damage to Enora by 2 to 0.

    Koren will take the more difficult check. Enora must take the easier check.

    For combat, reveal Thundering Earthbreaker to do Melee+1d12+2. Discard top card of deck to add 1d6+1. Blessing of Tsukiyo so recharged instead.

    Combat 10+7+7=24: 1d8 + 5 + 1d12 + 2 + 1d6 + 1 ⇒ (6) + 5 + (10) + 2 + (5) + 1 = 29

    Will pause turn for Enora


    As Koren leads the troll over to Library, I quickly launch a meteor swarm at the troll before it gets to the library.

    Combat 18(8+7+7-4): 1d10 + 4 + 2d6 + 2d10 + 1d4 + 1d4 ⇒ (10) + 4 + (4, 2) + (5, 8) + (1) + (3) = 37

    Roll Details:

    Combat(Arcane) - 1d10+4
    Meteor Swarm (Fire) - 2d6+2d10
    Magnetic Grimoire - 1d4
    Create Mindscape - 1d4

    End of Korens turn.
    Enora attempts to recover all cards in her Recovery pile.
    Meteor Swarm: Arcane 17: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (1) = 14 -> Meteor Swarm discarded.


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Troll is defeated!

    Will banish Mass Cure to heal Enora and Koren.

    Enora Cure: 1d4 + 1 ⇒ (4) + 1 = 5
    Koren Cure: 1d4 + 1 ⇒ (3) + 1 = 4

    Enora heals 5. Koren heals 4. Heal Burst of Glory, Jorgenfist Spear, Ring of Stony Flesh, and Blessing of Iomedae.

    Quinn reloads Eagle to examine top card of location. Examine Henchman Proxy B4 aka Cultist

    End Turn: Reset Hand.

    Recovery:

    -Mass Cure: Divine 14: 1d8 + 6 ⇒ (8) + 6 = 14

    [u]Summary[/u]:
    Move: Arsenal -> Library
    Acquired: N/a
    Banished: Siege Deck Card 1: Troll
    Examined: Siege Deck Card 2: Henchman Proxy B4 aka Cultist
    Random Card(s) Used: N/a
    Displayed: N/a
    Other Player(s) Resources Used: Quinn reloaded his Eagle
    Actions needed by other Player(s): N/a

    Koren wrote:

    Hand: Thundering Earthbreaker (loot), Ashbringer (loot), Burst of Glory (UC), Kazavon's Shield (loot), Rhino Hide Armor, Ring of Stony Flesh,

    Displayed: Trifaccia's Mantle,
    Deck: 10 Discard: 4 Buried: 1
    Current Location: Library
    Hero Points: 6
    Paizo Reroll: 7 - not used // Koren has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.


    NOTES:
    Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
    Recharge armor can reduce 2 damage (local only)
    If bane is displayed next to you (local only) -> can display it next to Koren instead
    Blessings
    Other: Hi I'm Koren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Tsukiyo, Blessing of Shizuru, Blessing of Angradd, Blessing of Iomedae, Adamantine Plate Armor, Jorgenfist Spear, The Empty Throne (Harrow), Strength, Blessing of the Father of Creation, Grappler's Mask
    Recharged:
    Discard Pile: Blessing of Cayden Cailean, Reflecting Buckler, Burst of Glory (Pal), Mass Cure,
    Buried Pile: Fortified Breastplate,

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor Weapons Divine
    POWERS:
    When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☑+1) to (☑ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
    ☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
    ☑ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
    ☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.


    THANKS! Healed all cards in discards, but Meteor Swarm will be discarded during recovery of Koren's turn.


    Deckhandler

    On turn 18, Raheli discards Blessing of the Gods and Incendiary Cloud for Enora checks.

    Turn 21: Raheli/The Beating

    Move to the Arsenal

    Reset hand and end turn.
    Arcane 8 to recharge Incendiary Cloud: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Recharged

    Raheli wrote:

    Hand: Augury, Silver War Paint (for Hypnotist's Locket), Staff of Life, Evocation Staff, Fox, Blue War Paint (for Phoenix Staff),

    Displayed: Flying Squirrel, Steal Soul, Marcus Endrin,
    Deck: 9 Discard: 6 Buried: 0
    "Current Location: Arsenal
    Hero Points Available/Used: 1/not sure"
    "NOTES:
    Available Support: All cards as needed. Bot me as needed.
    Other: Dice Re-Roll Used for 7A?: N"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +2
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 5 ☑ 6
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.
    [X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    [X] You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.


    Deck Handler

    Turn 22, The Mountain Man

    Hour: On your Strength or Constitution check, you may recharge a card to reroll.

    Stay at Arsenal

    Explore Siege deck #2 => Henchman Proxy B4 (Cultist)

    Reveal Serithtial_L, reveal Belt of Physical Might_C

    Combat 24: 1d12 + 1d8 + 2d6 + 1d4 + 12 ⇒ (7) + (4) + (6, 1) + (2) + 12 = 32 => defeated

    Quinn uses Investigator's Lamp

    Siege deck #3 => Foes On All Sides
    Siege deck #4 => Burning Tar
    Siege deck #5 => Infernal Warhounds

    Pause turn while Quinn encounters a barrier

    Shadow Lodge

    Gentleman, Race: Grand Prix of Absalom, Middle Class

    Quinn chooses to encounter Foes on All Sides.

    Summon and encounter the danger (Dragon) with the difficulty increased by #.
    BA: Fail check, so suffer 1d4 ⇒ 2 damage. Banish/Bury Writhing Armor to reduce damage to zero.
    Quinn still suffers the scourge "Wounded", however.

    Reveal Meteor Hammer; reload Blackjack's Gear to fight using Knowledge+4; discard Blessing of Kofusachi to bless; reload Ring of Splendid Security to add 7.
    Combat 16+###=37: 1d10 + 6 + 4 + 1d10 + 3 + 1d10 + 7 ⇒ (9) + 6 + 4 + (5) + 3 + (8) + 7 = 42 Dragon defeated.

    The other two cards (Burning Tar, Infernal Warhounds) can be reloaded in whatever order we choose.


    Deck Handler

    Turn 22, continued

    Burning Tar gets reloaded on top

    Discard The Real Rabbit Prince_B to explore Siege deck #4 => Burning Tar

    TRRP discarded into (turn order): 1d5 ⇒ 5 => Koren's discard pile

    BA, Raheli suffers 1 Fire damage

    1 Fire damage, reveal Reflecting Buckler to reduce by 2

    Recharge Grappler's Mask, reveal Belt of Physical Might_C

    Melee (Dexterity) 13: 2d8 + 2d4 + 7 ⇒ (5, 7) + (3, 3) + 7 = 25 => defeated

    End turn

    Siege pile cards 2-4 explored, card 5 examined, Raheli suffers 1 Fire damage, Koren discards TRRP

    Brielle wrote:

    Hand: Defiant Nodachi +3, Reflecting Buckler, Nightwalker Isra, Belt of Physical Might_C, Silken Ceremonial Armor, Serithtial_L, Iron Shackles,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    "Hero Points: 5
    Tier: 6.4"
    "NOTES:
    Available Support: Blessings as needed
    Movement: If closed:
    Other: "

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    -Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d10 ☑ +1 ☑ +2 ☐ +3
    -Diplomacy: Charisma +3

    Favored Card: Item
    Hand Size: 5 ☑ 6☑ 7
    Proficiencies:
    Light Armors, ☐ Heavy Armors, Weapons
    Powers:
    "You may bury a card from your hand to add 1d12 (☑+1) (☑+2) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
    (□ After you roll, count the number of dice that rolled a value of 12. You may reroll up to that number of dice; take the new result.)"
    For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 (□+3) and the card’s traits.
    ☑ When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    □ If you succeed at all checks required to defeat a monster, reduce all damage dealt to you after you act to 0. (□ Then you may examine the top card of your location deck; if it’s a non-villain, non-henchman monster, you may shuffle it into another open location deck.)
    ☑ You may discard a card to evade a monster you encounter and put it on top of your location deck.


    Deckhandler

    A splash of fiery tar burns Raheli's Blue War Paint right from her face.

    Raheli wrote:

    Hand: Augury, Silver War Paint (for Hypnotist's Locket), Staff of Life, Evocation Staff, Fox,

    Displayed: Flying Squirrel, Steal Soul, Marcus Endrin,
    Deck: 9 Discard: 7 Buried: 0
    "Current Location: Arsenal
    Hero Points Available/Used: 1/not sure"
    "NOTES:
    Available Support: All cards as needed. Bot me as needed.
    Other: Dice Re-Roll Used for 7A?: N"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +2
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 5 ☑ 6
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.
    [X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    [X] You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.


    ========================
    Enora starts her turn.
    Hour: Orison
    Hour Power:No effect.
    Location: Library
    Location Power:On your check against a spell or a Book boon, add 1d6.
    Scenario Powers:
    On all non-combat checks, add 1d4.
    When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
    If you defeat Kazavon and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon back into it.

    Infernal Warhounds:

    CotCT
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    After the encounter, a random local character summons and encounters this monster.

    Ask Koren to recharge an armor to prevent this fire damage.
    There will be one more coming up as well that I'll probably just take, but at least that's 1 card and not both.

    Combat 17(21-4): 1d10 + 4 + 2d6 + 4 + 1d4 + 1d4 ⇒ (8) + 4 + (4, 3) + 4 + (2) + (4) = 29

    Roll Details:

    Combat(Charisma) - 1d10+4
    Frost Touch - 2d6+4
    Magnetic Grimoire - 1d4
    Create Mindscape - 1d4

    Reveal Magnetic Grimoire to activate Frost Touch
    Playing a spell allows me to recharge Meteor Storm

    AYA Random Local 1-E, 2-K: 1d2 ⇒ 1
    Enora faces the second one as well

    Combat 17(21-4): 1d10 + 4 + 2d6 + 4 + 1d4 + 1d4 ⇒ (9) + 4 + (2, 5) + 4 + (3) + (4) = 31

    Roll Details:

    Combat(Charisma) - 1d10+4
    Frost Touch - 2d6+4
    Magnetic Grimoire - 1d4
    Create Mindscape - 1d4

    Reveal Magnetic Grimoire to activate Frost Touch

    Pause here while we decide if I'm taking damage or not


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Koren will reveal Rhino Hide Armor then recharge Kazavon's Shield to reduce BYA Fire to Koren and Enora. Then will reveal Rhino Hide Armor and then recharge Rhino Hide Armor to reduce BYA Fire damage to Koren and Enora.


    As Koren throws themselves selflessly in front of the warhounds breath attacks, I'm able to hit the beasts with a couple of Frost Touch spells shattering the hounds in place.

    As the last hound falls, I turn to Koren.

    "You're a lifesaver, friend!"

    "

    Enora wrote:

    Hand: Enervation, Fire Snake, Chain Lightning, Magnetic Grimoire, Toff Ornelos, Salvator Scream,

    Displayed: Create Mindscape,
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Library
    Hero Points: 2
    NOTES:
    Other: Paizo reroll used for scenario CoCT-7A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Qi Zhong, Death's Touch, Binder's Tome, Sand Elemental, The Rakshasa, The Paladin, Codex, Disintegrate, Autumn Witch, Channel the Gift, Blessing of the Spellbound, Major Harrowing, Arcane Cannonade, Staff of Greater Necromancy, Codex of Conversations
    Recharged: Meteor Swarm,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +2
    - Knowledge: Intelligence +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Diplomacy: Charisma +1

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Arcane
    POWERS:
    On your check to acquire or recharge a boon that has the Magic trait, you may discard ( ☑or recharge) a card that has the Magic trait to add 1d8. ( ☑ On your check to acquire any boon, you may do this with a card that has the Book trait.)
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell (☐ or a boon with the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
    ☑ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

    "

    End of Turn Summary
    Banished Card 5 from the Siege deck. 3 left


    Deckhandler

    With all that has beset them in this battle with the dragon, Raheli decides to quickly see with her truesight to see what else lies ahead.

    Play Augury in the Siege Deck, calling Monster.
    Siege Deck Card #1: Kazavon
    Siege Deck Card #2: Warband. TRIGGER!

    With only a d4, Raheli will auto-fail the Stealth 14 to evade Warband, even with her two d4 bonuses
    This will bring on an Ancient Black Dragon, of course.

    Ancient Black Dragon:

    CotCT
    Monster 6
    Traits:
    Acid
    Dragon
    To Defeat:
    Combat 28
    OR Diplomacy 18
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

    Acrobatics 11 to evade dragon fire, adding d4 for Steal Soul and another for scenario power: 1d10 + 4 + 2 + 1d4 + 1d4 ⇒ (7) + 4 + 2 + (4) + (4) = 21 Success

    Another dragon! Raheli nimbly leaps out of the way of its breath, and then unleashes a blast of eldritch flame right back at it.
    Combat 28 to defeat Ancient Black Dragon, recharging Fox to use Dexterity plus 2d8, Silver War Paint, Staff of Life and Evocation Staff to add 3d4 plus 5, and adding d4 for Steal Soul: 1d10 + 4 + 1d8 + 1d4 + 1d4 + 1d4 + 5 + 1d4 ⇒ (9) + 4 + (8) + (3) + (1) + (4) + 5 + (2) = 36 Success. This will defeat the dragon and the Warband.

    Well, what do you know; Raheli bags herself a dragon. Utterly exhausted, she lies down for a nap, hoping the others can finish the fight.

    Siege Deck Card #3: Gray Maiden Footsoldier

    Arrange the two cards with the Villain on the bottom.


    Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

    Turn 24

    The hour is The Waxworks - At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    Quinn has no blessing in his hand, so would become exhausted, which would pretty much rule out Quinn doing anything on his turn - he uses multiple boons for practically everything he does.

    There's one way to avoid this. From the PACS Guide:
    A player using an Ultra•PRO Pathfinder Adventure Card Game Character Mat also receives the following accessory perk for the session: once per scenario, at the start of your turn, you can discard a card to draw a card.

    I do have (and even use) the Character Mats; proof of this was submitted some time ago (for Outpost II, I believe). And two of the five unknown cards on the top of Quinn's deck are blessings. I get to choose the order in which all the "Start of turn" things happen, so:

    SOT: Reveal Ring of Regeneration to recharge only discard (Blessing of Kofusachi).

    SOT: Exchange Ring of Regeneration (hand) with Helpful Haversack (kit).
    (This gives me two bites at the cherry ...)

    SOT: Reveal Helpful Haversack to examine top card of deck - Ring of Energy Resistance. Recharge.

    SOT: Use character mat power to discard a card (Helpful Haversack) and draw a card - Blessing of Abadar. Yes!!

    SOT: Discard Blessing to the hour power.

    SOT: (Wounded) Discard top card of deck - Shy Ratani

    Now to get rid of the last obstacle between us and Kazavon!

    Explore, encountering Grey Maiden Footsoldier.

    Reveal Meteor Hammer; reload Blackjack's Rapier to fight using Knowledge+4 in place of Acrobatics; discard weapon to add an additional d6.
    (Quinn's hand is now empty)

    1d10 + 6 + 4 + 1d10 + 3 + 1d6 ⇒ (5) + 6 + 4 + (3) + 3 + (5) = 26 Footsoldier defeated. The way to Kazavon is clear!

    End Turn.

    Reset, drawing Blackjack's Rapier, Ring of Splendid Security, Blackjack's Gear, Eagle, Blackjack's Daggers, Blessing of Yaezhing, Venture Captain, Boots of Alacrity & Wayfarer.

    Quinn wrote:

    Hand: Blackjack's Rapier, Blackjack's Daggers, Blackjack's Gear, Ring of Splendid Security, Boots of Alacrity, Eagle, Venture-Captain, Wayfarer, Blessing of Yaezhing,

    Displayed:
    Deck: 8 Discard: 4 Buried: 1
    Current Location: Boat
    Hero Points: 4
    Reroll Used: Y // Quinn has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.


    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 to a local check against a bane. Eagle can be reloaded to examine the top card of any location. Other cards or support could be made available if requested.
    Movement: An examinable location (prefer barriers, not monsters)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Gem of Mental Acuity, Cloak of Daggers, The Publican, Blessing of the Quartermaster, Shocking Sawtooth Saber, Investigator's Lamp, Blessing of Kofusachi, Ring of Energy Resistance,
    Discard Pile: Helpful Haversack (Core), Blessing of Abadar, Shy Ratani, Meteor Hammer +3,
    Buried Pile: Writhing Armor,

    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 ☑ 8 ☑ 9
    Proficiencies:

    POWERS:
    For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On a local check against a barrier, you may bury an item to add your Perception.
    At the end (☑ or start) of your turn, you may examine the top card of your location.

    Empiricist Role:
    ☐ On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
    ☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).
    At the end (☑ or start) of your turn, you may examine the top card of your location. (☑ You may recharge a card to ignore powers that would happen when you examine it.)

    Blackjack Role:
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    ☑ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.


    Deck Handler

    OoT, Raheli's turn

    Warband, Raheli's Ancient Black Dragon

    Reveal Belt of Physical Might_C

    Melee (Dexterity) 11: 1d8 + 2d4 + 7 ⇒ (1) + (1, 1) + 7 = 10 => failed

    Really? Three ones?

    Spend Hero Point to reroll

    Melee (Dexterity) 11: 1d8 + 2d4 + 7 ⇒ (2) + (3, 2) + 7 = 14 => passed

    Warband, Brielle's Ancient Black Dragon

    Might as well not take any chances with this one

    Discard Iron Shackles to evade


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Koren - MauveAvengr
    Out of Turn Updates:

    Turn: Turn 25 - The Tyrant

    The Tyrant:
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Hour Power: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. [/ooc]

    SOT: Discard top card of deck due to Wounded. Discard Burst of Glory

    Move: Move to Arsenal

    Explore: Kazavon

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

    Raheli and Brielle must do Dexterity/Acrobatics 12 check or take 2d4 damage and suffer Wounded.

    Dexterity 12: 1d4 ⇒ 2

    Electricity damage: 2d4 ⇒ (1, 2) = 3

    Bury the displayed Trifaccia's Mantle to reduce damage to 0.

    For first combat, reveal Ashbringer to do Melee+1d10+3+1d8. Discard top card of deck to add 1d6+1. Blessing of Shizuru so recharged instead. Banish Burst of Glory to add 1d6 to all checks to defeat. Vulnerable to Slashing so add 4. Arsenal location power adds 1.

    First Combat 30: 1d8 + 5 + 1d10 + 3 + 1d8 + 1d6 + 1 + 1d6 + 4 + 1 ⇒ (3) + 5 + (5) + 3 + (8) + (5) + 1 + (6) + 4 + 1 = 41

    For second combat, reveal Ashbringer to do Melee+1d10+3+1d8. Discard top card of deck to add 1d6+1. The Empty Throne so recharged instead. Burst of Glory adds 1d6 to all checks to defeat. Vulnerable to Slashing so add 4. Arsenal location power adds 1.

    Combat 30: 1d8 + 5 + 1d10 + 3 + 1d8 + 1d6 + 1 + 1d6 + 4 + 1 ⇒ (4) + 5 + (4) + 3 + (1) + (6) + 1 + (5) + 4 + 1 = 34

    Count the 1 as a 6 -> 39. Then discard top card of deck. Discard Blessing of Tsukiyo

    End Turn: Reset Hand.

    Recovery:

    -Burst of Glory: Divine 15: 1d8 + 6 ⇒ (8) + 6 = 14

    [u]Summary[/u]:
    Move: Library -> Arsenal
    Acquired: N/a
    Banished: Siege Deck Card 6: Kazavon
    Examined: N/a
    Random Card(s) Used: N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): Raheli and Brielle must do Dex/Acro check or suffer damage and Wounded.

    Koren wrote:

    Hand: Thundering Earthbreaker (loot), Ashbringer (loot), Strength, Ring of Stony Flesh, Blessing of Iomedae, Blessing of the Father of Creation,

    Displayed: Trifaccia's Mantle,
    Deck: 9 Discard: 5 Buried: 1
    Current Location: Arsenal
    Hero Points: 6
    Paizo Reroll: 7 - not used // Koren has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.


    NOTES:
    Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
    Recharge armor can reduce 2 damage (local only)
    If bane is displayed next to you (local only) -> can display it next to Koren instead
    Blessings
    Other: Hi I'm Koren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Jorgenfist Spear, Adamantine Plate Armor, Grappler's Mask, Blessing of Angradd
    Recharged: Kazavon's Shield (loot), Rhino Hide Armor, Mass Cure, Blessing of Shizuru, The Empty Throne (Harrow),
    Discard Pile: Blessing of Cayden Cailean, Reflecting Buckler, Burst of Glory (Pal), Burst of Glory (UC), Blessing of Tsukiyo,
    Buried Pile: Fortified Breastplate,

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor Weapons Divine
    POWERS:
    When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☑+1) to (☑ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
    ☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
    ☑ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
    ☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.


    Victory!

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

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

    Scenario Reward:

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

    Acquired cards:
    Trifaccia's Mantle (Armor 7)
    The Real Rabbit Prince (Blessing 1)
    It is unclear whether you get the boons remaining in locations or not. If so, they are:
    Risibeth (Ally 5)
    Venster Arabasti (Ally 6)
    Stone-shard Breastplate (Armor 5)
    Mantle of Life (Armor 5)
    Brooch of Protection (Item 5)
    Wyvern Poison (Item 5)
    Fuse Grenade (Item 6)
    Staff of Greater Healing (Item 6)
    Corrosive Storm (Spell 6)
    Fury's Trident (Weapon 6)
    Keen Spiked Chain (Weapon 5)
    Banudor (Weapon 5)
    Commander's Falchion (Weapon 6)
    If not, I have to pull random cards based on rolls so we get at least 1 per character.
    Card types: 3d6 ⇒ (6, 5, 2) = 13 Blessing, Ally, Spell.
    The Lucky Drunk (Blessing 3)
    Formian Myrmidon (Ally 6)
    Enhance (Spell 0)

    To the discussion page!

  • 1,301 to 1,319 of 1,319 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / Sanctioned Curse of the Crimson Throne (PACS) Outpost III with Eddiephlash All Messageboards

    Want to post a reply? Sign in.