| Morph147 Zetha |
Out of turn update check
recover Good Omen
Recover 8: 1d10 + 2 + 1d4 ⇒ (4) + 2 + (4) = 10 Success
"
Hand: Black Spot, Stalking Armor, Belt of Physical Might, Blessing of the Gods (3), Sklar-quah Thundercaller,
Displayed: Ahtez, Phantom Steed, Thousand Bones, AMin Jalento, Cressida Kroft,
Deck: 16 Discard: 6 Buried: 1
Current Location: Base
Hero Points: 3 // Zetha has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: My spells are available to use if needed
Movement: Move me to River
Other: N/a
Middle of Deck (Unknown Order): Evolution Surge, Blessing of Pharasma, Acid Rain, Blessing of the Gods (2), Augury, Headband of Alluring Charisma, Orison, The Hidden Truth, Fire Shield, The Fiend, Staff of Minor Healing (Core), The Theater
Recharged: Charm Monster, Bound Lantern Archon, Firebelt Cougar, Good Omen,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([ ]or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
[X] Add 1d4 ([ ]1d8) to your check to acquire or recharge an ally or spell.
[ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)
Kess {Barb_UW} Matsu Kurisu
|
Turn order: Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster, Quinn/Zalarian
Out of Turn Updates
Bury Snapping Flytrap (AD3), draw (Verdant Rager (AD2), Cloud Puff, Angelstep)
Blessing = #16 Kess/Matsu Kurisu: The Mountain Man
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
Start of Turn
Kit Swap:
Into Kit (Angelstep )
Into Hand (lt Blackjack's Gear )
At: #5: River, Wild
Give: ac Enhance to Zetha
Move: No
At This Location: On your check, you may discard a card to reroll a die.
Display lt Blackjack's Gear
Free explore = 1: Henchman Proxy A3
Lyrune-quah Moon Maiden: Ally, Summon And Defeat A Monster
To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Monster 0
Display. While displayed: * On all combat and Fortitude checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all combat and Fortitude checks, add 3.
Summon And Defeat M1: Zombie, Monster 0: Combat 17(9+4+4)
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Kess.Melee 1d10+2+3+1d12, Kess.Recharge Ally(lt Ausio Carowyn (AD3)) +1d4+3,
Combat 17: 1d10 + 2 + 3 + 1d12 + 1d4 + 3 ⇒ (3) + 2 + 3 + (4) + (1) + 3 = 16 - hour.recharge(Cloud Puff) reroll
Combat 17: 3 + 2 + 3 + 4 + 1d4 + 3 ⇒ 3 + 2 + 3 + 4 + (2) + 3 = 17 - Success. Display Lyrune-quah Moon Maiden @ #5: River
Suffer Honor Tested
Kess heal#: 1d6 ⇒ 6 (Crowbar)
Discard Verdant Rager (AD2), explore +1d6 on combat & survival =2: Wand of Restorative Touch, Item 4
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Wisdom 1d4 - Banished
Display ac Red War Paint
Kess ends her turn.
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Reveal Plant ( ) +0HS
Discard
Draw up Reed Moccasin (AD3), lt Salvator Scream (AD4), Blessing of Milani
Summary
Location = #5: River
Acquired =
Banished = 1: Henchman Proxy A3, 2: Wand of Restorative Touch
Examined =
From Box =
Displayed = Display Lyrune-quah Moon Maiden @ #5: River
Give = Enhance to Zetha,
Used =
Other =
"
Hand: Reed Snake Armor, Blessing of Chaldira Zuzaristan, Blessing of Achaekek, Reed Moccasin (AD3), lt Salvator Scream (AD4), Blessing of Milani,
Displayed: ac Red War Paint, lt Blackjack's Gear,
Deck: 7 Discard: 6 Buried: 1
Hero Points: 1 // Kess has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Distant: Blessings Available, Enhance +5 any. Available
Local: Ally recharge powers available
[X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
Other: Other: On Close, Move to #6: Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 [X]6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
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.
□ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
[X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
□ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
□ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Morph147 Zetha |
OOT update - get Enhance from Kess
Hour is Prayer
Hour power is none
Start of turn
Draw 2 random monsters from the box
RM#2 Skeleton
RM#3 Sczarni Thief
Then with supporters do the following
Bury Thousand Bones to Heal Kess : 1d4 + 1 ⇒ (3) + 1 = 4 cards
Will Bury Cressida Kroft to look for new attack spell
RS#1: Giant Form - nope
RS#2: Restoration - nope
RS#3: Divine Blaze - yep add to hand. and is another good spell 4
Will bury Amin Jalento to look at items
Bottled Lightning - Item 4
Blue War Paint -Item 4
Will keep blue war paint and banish the Bottled Lightning. Then will display it.
Give
Give MM Divine Blaxe
Move
Move to Repository
Play Enchance declaring stealth. All Stealth checks increase by 5.
First explore
Encounter Repository Card 1: Dust of Revealing.
Banish Sczarni Thief to use Stealth in place of Arcane. +2 stalking armor, +1d4 from belt of physical might, +5 from enhance,
Stealth 11: 1d10 + 6 + 2 + 1d4 + 5 ⇒ (8) + 6 + 2 + (1) + 5 = 22 Success. Acquire
Recharge Dust of revealing to find a Mercenary. will choose to encounter and do Diplomacy. When encounter, discard sklar-quah thunderspeaker to due to honor tested and add 3.
Banish Skeleton to use stealth, 3 from honor tested, 2 stalking armor, +1d4 from belt of physical might, +5 from enhance, will use black spot to reduce difficulty by another 5. will discard blessing of the gods to bless the check
Stealth 12: 1d10 + 6 + 3 + 2 + 1d4 + 5 + 5 + 1d10 ⇒ (6) + 6 + 3 + 2 + (1) + 5 + 5 + (4) = 32 Success. defeated by 20 so get 1 respect token
End turn
Recover black spot Arcane 6: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (1) = 8
Recover Enhance Arcane 7: 1d10 + 2 + 1d4 ⇒ (7) + 2 + (3) = 12
"
Hand: Stalking Armor, Belt of Physical Might, Headband of Alluring Charisma, Blessing of Pharasma, Blessing of the Gods (2), The Fiend,
Displayed: Ahtez, Phantom Steed, Blue War Paint,
Deck: 14 Discard: 9 Buried: 4
Current Location: Base
Hero Points: 3 // Zetha has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: My spells are available to use if needed
Movement: Move me to River
Other: 1 respect token
Middle of Deck (Unknown Order): The Theater, Evolution Surge, Fire Shield, Staff of Minor Healing (Core), Acid Rain, Augury, Orison, The Hidden Truth
Recharged: Charm Monster, Bound Lantern Archon, Firebelt Cougar, Good Omen, Dust of Revealing, Black Spot,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([ ]or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
[X] Add 1d4 ([ ]1d8) to your check to acquire or recharge an ally or spell.
[ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)
Upkeep
used from box=RS#1-3, RM#2-3, RI#1-2
move=Repository I am not set up to guard fully need a turn.
acquire=Repository #1, RS#3:Divine Blaze, RI#2: Blue War Paint
banish=Repository #2.
Heal Kess for 4
Give MM Divine Blaze
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario: SCENARIO 4A: RED MOON
DURING THIS SCENARIO:
Additional Rules: THREAT LIST:
Hourglass Non-Closing Henchmen : Collapse - Proxy B
Ally
Traits: Barbarian Human Loot Respect
To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Monster 0
Display. While displayed: * On all combat and Fortitude checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all combat and Fortitude checks, add 3.
Scenario Level (#): 4
Turn: 18, MotherMyrtle/TColMaster
Monsters
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Barriers
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.
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.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
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.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Spells
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Core
Spell 0
Traits:
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
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Items
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Allies
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Blessings
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Hour Power: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
Current Hour:
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.
Hours Remaining: 11
Hourglass
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Location #1: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/morph147, None
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Location #2: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Quinn/Zalarian, Proxy A Displayed
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
CotCT
Story Bane 4
Type: Monster
Traits:
Aberration
To Defeat:
Combat 25
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Kess/MatsuKurisu, MotherMyrtle/TColMaster, Proxy A Displayed
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
None None None
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Location #6: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: None
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 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.
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.
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 #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
| TColMaster Mother Myrtle |
Out of Turn Updates: None
Turn - Hour: The Courtsan
Hour Rules: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
SOT: Elixir of Healing Target Kess: 1d4 + 1 ⇒ (3) + 1 = 4
Give Card: None
Move: Shrine
Location Powers: On your Divine checks, add 2.
Explore: Eternal Glyphs
-Hour kicks in, need TASK barrier.
| BR Zalarian |
CotCT Barrier 1
Traits: Curse Task Veteran
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.
| TColMaster Mother Myrtle |
Quinn - The Keep
Mad Prophet Int 9: 3d8 + 1 ⇒ (1, 6, 1) + 1 = 9
-Discard Clockwork Servant to Explore
Red Reaver!
All Members Honor Tested!
Guard Checks
++++++++++++++++++++++
Blessing of Chaldira
Kess STR 9: 3d10 + 2 ⇒ (8, 9, 2) + 2 = 21
The Fiend, MM Banish Noble
Zetha Restoration Spell Level 4 Wis 12: 2d4 + 3d6 ⇒ (1, 3) + (6, 6, 4) = 20
Kess - Messling of Achaekek, MM Divine Blaze, Quinn Snakebite Dagger, MM Discard Wand of Acid Burst (Honor Touched) MM Enchant Weapon (Freely Banish)
Combat 25: 3d12 + 2d8 + 2d4 + 4 + 3 + 2 ⇒ (1, 2, 7) + (4, 4) + (2, 1) + 4 + 3 + 2 = 30
| BR Zalarian |
COMPLETED SCENARIO SCENARIO 4A: RED MOON
Development
You stand at the base of the silvery stone shrine, impressed by the long tail feathers of an immense star monarch carved into its facade. Above, an argent sphere caps the tower’s peak, as if the moon had fallen out of the sky to become impaled upon the steeple.
Truthspeaker Akram thanks you for joining with the Moon Maiden warriors in removing the red reaver. Now that the House of the Moon is secure, he is willing to go with you to the lands of the Skoan-Quah.
“We are a quiet people,” he says. “So when we speak, our words are heeded. You are hoping to gain passage into Sklar-Quah country, which will only come if you replicate the deeds of warriors past. Perhaps unfortunately for you, I know what deed Thousand Bones’s people prize the most."
You shudder to think of what that might be. Seeing this, the Truthseeker tells you.
“So, outlander. Have you ever been inside a fire worm?”
Reward
Rally the supporter Truthspeaker Akram.
A character gets the Loot ally Lyrune-Quash Moon Maiden.
Acquired Cards (* = Plunder)
Firepelt Cougar (Ally 4)
Sklar-quah Thundercaller (Ally 4)
The Betrayal (Blessing 1)
The Hidden Truth (Blessing 1)
The Courtesan (Blessing 1)
The Twin (Blessing 1)
Orison (Blessing 0)
The Fiend (Blessing 1*)
Desna's Freedom (Blessing 1)
The Teamster (Blessing 1)
Prayer (Blessing 0)
Dust of Revealing (Item 4)
Red War Paint (Item 4)
Fireball Beads (Item 4)
Silver War Paint (Item 4)
Belt of Physical Might (Item 4)
Blue War Paint (Item 4)
Good Omen (Spell 1)
Enchant Weapon (Spell 0)
Instrument of Agony (Spell 4)
Divine Blaze (Spell 4)
Safe Haven (Spell 4)
Death's Touch (Spell 4)
Acid Rain (Spell 4)
Enhance (Spell 0)
Thousand Bones (Supporter 1)
Amin Jalento (Supporter 1)
Neolandus Kalepopolis (Supporter 3)
Cressida Kroft (Supporter 0)
Thundering Earthbreaker (Weapon 4)
Weapon 4
Spell 10444440
Armor
Item 444444
Ally 44
Blessing 111104110
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
Please post rolls, decisions, etc in discussion thread
| BR Zalarian |
SCENARIO 4B: THE BELLY OF THE BEAST
“I am here to witness, and to tell of what I see,” says Truthspeaker Akram. This is why you brought him here, to the bleakest part of the Cinderlands. Over the sound of the earth rumbling, the elder Thousand Bones speaks the legend aloud.
“Long ago, the Sklar-Quah warrior Skurak slew his brother. Although Skurak claimed the death was a hunting accident, the Sun Shaman declared him an outlander. Before Skurak was cast out, he swore he would be born again and return to his tribe. He went to the killing grounds of great Cindermaw the Clan-Eater armed with only a dagger. Without fear, he dove into the beast’s mouth and cut his way out. He returned to the clan and declared he had been reborn, leaving his misdeeds in the cleansing fire of Cindermaw’s belly. The Sun Shaman accepted this and Skurak’s time as an outlander was spoken of no more.”
From the hilltop, you look down on the blasted valley below. The ground rumbles, and a deer skitters for cover. It is of no use. The ground erupts in fire, and a giant blazing worm swallows the creature whole.
“You cannot kill Cindermaw,” says Thousand Bones. “For what is the worth of a foe if he may be vanquished? Instead, you must do as Skurak did: enter the mouth of the fire worm and cut your way out. Then you will have the respect of the Skoan-Quah, and their safe passage to the lands of the Sun People.”
Cindermaw retreats into the soil and the tremors cease. Except for a large swath of burnt earth, the valley is peaceful again.
“Careful how you run,” Thousand Bones advises. “If you make too much noise, you will draw out Cindermaw and be bathed in fire. That is not how you become a legend. Time your strides correctly, and you will outfox the mighty worm. Fail, and you will be but one more burn mark along the ground.”
SETUP:
After building the locations, shuffle into the Cinderlands a number of monsters equal to twice the number of characters and a number of barriers, weapons, and allies equal to the number of characters.
LOCATIONS:
1 - Base
1 - Cinderlands
THREAT LIST:
Danger: Inferno
Villain: Cindermaw
Closing Henchmen: None
DURING THIS SCENARIO:
| BR Zalarian |
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire: Strength Fortitude 4+#
On any check, discard to bless. On any check against a barrier or to close, discard to bless twice. Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire: Strength Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2. Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire: Strength Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die. Discard to explore.
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario: SCENARIO 4B: THE BELLY OF THE BEAST
DURING THIS SCENARIO:
Additional Rules: THREAT LIST:
Danger: Inferno
Villain: Cindermaw
Closing Henchmen: None
Scenario Level (#): 4
Turn: 1, Quinn/Zalarian
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 11 Ba: 6 W: 5 Sp: 0 Ar: 0 I: 0 Al: 6 Bl: 1 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, Zetha/morph147, MotherMyrtle/TColMaster, Quinn/Zalarian, None
Location #2: 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 ?: 10
Located/Displayed Here: None
| TColMaster Mother Myrtle |
Hand: The Bear, Acid Arrow, The Foreign Trader, Dragon's Breath, Tangleburn Bag, Elizir of Healing, Poison Blast,
Displayed:
Deck: 13 Discard: 0 Buried: 0
"Hero Points: 1
XP: 6"
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."
"
Middle of Deck (Unknown Order): Wand of Acid Burst, Noble, Magic Chain Mail, Blast Stone, Clockwork Servant, Bottled Lightning, Ruan Mirukova - Loot, Incitation, Lyrune-Quash Moon Maiden
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowlege: INT +2
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile (☐ or deck, then shuffle your deck).
Kess {Barb_UW} Matsu Kurisu
|
Kess - Start 4.2
- CotCT-4B: THE BELLY OF THE BEAST
Card Upgrade
Red War Paint (AD4) in, New Slot
Loot swaps
Ausio Carowyn in, Mastiff (AD1 out
Salvator Scream in, Quartermaster out
Role
= Blackjack
Starting location
- #1: Cinderlands
Harrows
- hw The Cyclone:
Starting Hand
Setting Aside in Kit
(Snapping Flytrap (AD3), lt Blackjack's Daggers, lt Blackjack's Gear)
"
Hand: Wolfhide Armor, Mammoth Hide Armor, Iron Knuckles, Verdant Rager (AD2), lt Salvator Scream (AD4), lt Ausio Carowyn (AD3), hw The Cyclone,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 1 // Kess has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Distant: Blessings Available, Enhance +5 any. Available
Local: Ally recharge powers available
[X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
Other: Other: On Close, Move to #6: Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 [X]6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
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.
□ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
[X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
□ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
□ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Quinn 12789 |
Quinn - CotCT-4B: THE BELLY OF THE BEAST
Starting Location Cinderlands
Loot
CotCT-7A will put The All-Seeing Eye into box and add The Marriage into my deck
CotCT-6: Will put Thieve's Tools into box and put Infernal Healing into my deck
Starting Hand - Favored Card Item
5-6F Reward - Will draw an extra card, then recharge a card
"
Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.
"
(from 12789-1012)
When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
-The weapon Scimitar (Core),
-The spell Infernal Healing,
-The armor Armored Coat,
-The item Antiplague,
-The ally Korvosan Guard,
-The blessing Sands of the Hour
Hand: Blackjack's Rapier, Dust of Revealing, Fate-reader Lenses, Fortune-teller, Leech, The Marriage 2, The Peacock, The Keep,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 2
Respect Points: 5
Reroll last used: 6-99C/ HP Reroll last used: DD-3C // Quinn has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Fate-reader Lenses adds d10 to anyones Perception
Mastermind can add knowledge skill to any local N/C check in a pinch
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): Snakebite Dagger, The Carnival, Infernal Healing, Cerulean Mastermind, Zellara's Harrow Deck, Gem of Mental Acuity, Bloodroot Poison, The Marriage, Glamered Leather Armor, Venomous Dagger, Fox
Recharged: Elixir of Focus,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
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
Proficiencies:
None
POWERS:
When you attempt a 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. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
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.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ 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).
| Morph147 Zetha |
starting hand
"
Hand: Charm Monster, Fire Shield, Faithful Hound, Stalking Armor, Bound Lantern Archon, Blessing of Pharasma, The Paladin,
Displayed: Ahtez,
Deck: 12 Discard: 0 Buried: 0
Current Location: Base
Hero Points: 3 // Zetha has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: My spells are available to use if needed
Movement: Move me to River
Other: 2 respect token
Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Headband of Alluring Charisma, Blessing of the Gods (2), Blessing of the Gods (3), Apprentice, Phantom Steed, Researcher, Augury, Black Spot, Troubadour (Core), Blessing of the Gods (1), Rain of Frogs
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([ ]or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
[X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
[ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario: SCENARIO 4B: THE BELLY OF THE BEAST
DURING THIS SCENARIO:
Additional Rules: THREAT LIST:
Danger: Inferno
Villain: Cindermaw
Closing Henchmen: None
Scenario Level (#): 4
Turn: 1, Quinn/Zalarian
Monsters
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Barriers
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
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.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
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.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Weapons
Spells
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Items
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Allies
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
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.
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.
Hour Power: All damage is Mental damage that cannot be reduced.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hours Remaining: 29
Hourglass
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.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
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.
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.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
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.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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.
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 11 Ba: 6 W: 5 Sp: 0 Ar: 0 I: 0 Al: 6 Bl: 1 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, Zetha/morph147, MotherMyrtle/TColMaster, Quinn/Zalarian, None
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
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.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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.
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
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.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
None None None
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
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.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Location #2: 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 ?: 10
Located/Displayed Here: None
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.
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.
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.
CotCT
Supporter 3
Traits:
Aristocrat
Human
Display. While displayed:
* You may bury to draw a new ally that lists Diplomacy in its check to acquire.
* ? On your check against a story bane, you may bury an ally to add 1d6.
CotCT
Supporter 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.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 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.
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.
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.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
| Quinn 12789 |
Out of Turn Updates: None
Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
if random character, using Self as #1
Turn - Hour: 1 - The Carnival
Hour Rules: All damage is Mental damage that cannot be reduced.
SOT: Quinn begins his turn examining the top card of his location: Card 1: Locked Door
Give Card: None
Move: Stay at Cinderlands
Location Powers: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Core Barrier 1
Traits: Lock Obstacle Veteran
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.
Includes non-combat bonus
Disable Check DC 6+4=10: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13 Success
Will choose to explore
CotCT Ally 4
Traits: Agathion Outsider
To Acquire: Wisdom Survival 11 OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings. Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Will recharge the Peacock
Wisdom Check DC 11: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (7) = 11 Success
Will recharge Dust of revealing to examine next card (Gargoyle)
CotCT Monster 4
Traits: Gargoyle
To Defeat: Combat 21
Resistant to Melee. Vulnerable to Magic. If evaded or undefeated, reload this monster into its location.
Will ask someone else to take on the Gargoyle and hold off continuing my turn
| TColMaster Mother Myrtle |
Poison Blast
Combat 21: 3d12 + 4 + 2 ⇒ (8, 9, 4) + 4 + 2 = 27
Defeated
| Quinn 12789 |
Continuing after Gargoyle is defeated. Will discard Nightspear to explore
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.
Will reveal Blackjack's Rapier
Recharge Leech to use Knowledge+1
Will shuffle the Marriage into my deck to bless and add Mother Myrtle's Knowledge die (d8)
Add 2 for each 4 rolled
Acrobatics INT KNOW Combat Check DC 11+4+4=19: 1d10 + 4 + 1d6 + 2 + 1 + 1d10 + 1d8 ⇒ (2) + 4 + (2) + 2 + 1 + (4) + (8) = 23
Strength Combat Check DC XX: 0d6 + 0d6 + 2 ⇒ (-) + (-) + 2 = 2
25 for check;Monster Defeated
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
Quinn Ends his turn examining the top card of his location: Evoker
During This Adventure:
The Harrow suit is Hammers..
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades
DURING THIS SCENARIO:
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand.
"
Hand: Blackjack's Rapier, Fate-reader Lenses, Fortune-teller, Leech, The Keep, Venomous Dagger, Dust of Revealing,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 2
Respect Points: 5
Reroll last used: 6-99C/ HP Reroll last used: DD-3C // Quinn has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Fate-reader Lenses adds d10 to anyones Perception
Mastermind can add knowledge skill to any local N/C check in a pinch
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): Bloodroot Poison, Infernal Healing, The Marriage, The Peacock, Zellara's Harrow Deck, Gem of Mental Acuity, The Carnival, Elixir of Focus, The Marriage 2, Glamered Leather Armor, Fox, Snakebite Dagger, Cerulean Mastermind
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
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
Proficiencies:
None
POWERS:
When you attempt a 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. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
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.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ 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).
"
[u]Summary[/u]
Current Location: Cinderlands
Acquired: Nightspear
Banished: Gargoyle;Ghost
Examined: Cinderlands Card: Evoker
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario: SCENARIO 4B: THE BELLY OF THE BEAST
DURING THIS SCENARIO:
Additional Rules: THREAT LIST:
Danger: Inferno
Villain: Cindermaw
Closing Henchmen: None
Scenario Level (#): 4
Turn: 2, Kess/MatsuKurisu
Monsters
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Barriers
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.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Weapons
Spells
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Items
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Allies
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Blessings
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
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.
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.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hour Power: No effect.
Current Hour:
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.
Hours Remaining: 28
Hourglass
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
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.
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.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
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.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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.
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 9 Ba: 5 W: 5 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 1 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, Zetha/morph147, MotherMyrtle/TColMaster, Quinn/Zalarian, None
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
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.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
None None None
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
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.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Location #2: 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 ?: 10
Located/Displayed Here: None
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.
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.
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.
CotCT
Supporter 3
Traits:
Aristocrat
Human
Display. While displayed:
* You may bury to draw a new ally that lists Diplomacy in its check to acquire.
* ? On your check against a story bane, you may bury an ally to add 1d6.
CotCT
Supporter 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.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 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.
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.
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.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Kess {Barb_UW} Matsu Kurisu
|
Turn order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster,
Out of Turn Updates
Blessing = #2 Kess/Matsu Kurisu: Benefaction
When this is the hour: No effect.
Start of Turn
Kit Swap:
Into Kit ( )
Into Hand ( )
At: #1: Cinderlands
Give: Iron Knuckles to Quinn
Move: No
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Free explore = 1 Evoker, Monster 1: Combat 18(10+4+4)
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
damage type: 1d6 ⇒ 4 - Fire
Who gets the BYA: 1d4 ⇒ 1 - Quinn/Zalarian
Kess.Melee 1d10+2+3+1d12, Kess.Ally recharge(lt Salvator Scream (AD4)) +1d4+4
Combat 18: 1d10 + 2 + 3 + 1d12 + 1d4 + 4 ⇒ (2) + 2 + 3 + (9) + (3) + 4 = 23
AYA Fire damage: 1d4 ⇒ 3 - Bury Wolfhide Armor to reduce to 0
Discard Verdant Rager (AD2) explore +1d6 vs Combat & survival = 2: Brain Mold, Barrier 4: Survival 7
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
BYA Mark location with Drained and Poisoned Everyone is drained and poisoned
Survival 1d4, Verdant Rager +1d6, Quinn Bury Iron Knuckles +1d8+3, Drained -3
Survival: 1d4 + 1d6 + 1d8 + 3 - 3 ⇒ (3) + (2) + (2) + 3 - 3 = 7 - Banished
remove the scourges Drained and Poisoned from your location
Kess ends her turn.
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Reveal Plant ( ) +0HS
Discard
Draw up Blessing of Chaldira Zuzaristan, Fire Gecko (AD1), Blessing of Milani
Poisoned: 1d6 ⇒ 4 (Blessing of Chaldira Zuzaristan)
Summary
Location = #1: Cinderlands
Acquired =
Banished = 1 Evoker, 2: Brain Mold
Examined =
From Box =
Displayed =
Give = Iron Knuckles to Quinn
Used = Quinn Bury Iron Knuckles
Other = Quinn gets 1 Fire damage
Everyone is drained and poisoned
"
Hand: Mammoth Hide Armor, lt Ausio Carowyn (AD3), hw The Cyclone, Fire Gecko (AD1), Blessing of Milani,
Displayed:
Deck: 12 Discard: 1 Buried: 1
Hero Points: 1 // Kess has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Distant: Blessings Available, Available
Local: Ally recharge powers available
[X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
Other: Other: On Close, Move to #6: Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 [X]6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
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.
□ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
[X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
□ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
□ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Morph147 Zetha |
Hour is Cayden Cailean's Revelry
Hour power is On your check, you may discard a card to reroll 1 die showing 1 or 2.
Start of turn
Draw 2 random monsters from the box
RM#1 Mercenary
RM#2 Wyvern
Will display Faithful hound next to Cinderlands.
UNTIL THIS LOCATION IS CLOSED, any character may discard a card to add 2d4 to their combat check or to evade encounter with a monster
banish mercenary to move to Base
Play Bound Lantern Archon to examine the top 3 cards of my deck to find
Researcher, headband of alluring charisma and blessing of the gods. will draw researcher, then reload blessing of the gods 3 and headband of alluring charisma
First explore
Explore top 4 cards of the base
Base Card 1: Amin Jalento
Base Card 2: Keppira D'bear
Base Card 3: Cressida Kroft
Base Card 4: Neolandus Kalepopolis
Will take Neolandus Kalepopolis, returning the other 3 cards. Then heal the scourge drained.
Bury Neolandus Kalepopolis to draw an ally with diplomacy in its check
RA#1: Sklar-quah Thundercaller
Second explore
Discard researcher to examine again. Encounter
Base Card 1: Amin Jalento
Base Card 2: Keppira D'bear
Base Card 3: Cressida Kroft
Base Card 5: Thousand Bones
Will draw Base Card 2: Keppira D'bear and display it. Then heal the scourge poison
third explore
Discard Sklar-quah Thundercaller to explore.
Base Card 1: Amin Jalento
Base Card 3: Cressida Kroft
Base Card 5: Thousand Bones
Base Card 6: Laori Vaus
Draw Base Card 3: Cressida Kroft, then draw blessing of the god. Will bury it to draw a healing spell: Waiting for zal to give me one
fourth explore
discard blessing of the gods to explore again.
Encounter
Base Card 1: Amin Jalento
Base Card 5: Thousand Bones
Base Card 6: Laori Vaus
Base Card 7: Vencarlo Orisini
Will draw Amin Jalento. then heal a card - heal researcher
will bury amin Jalento to draw 2 random items then banish one acquire the other
RI#1: Belt of Physical Might
RI#2: Dust of Revealing
Will acquire belt of physical might. banish dust of revealing
Fifth explore
discard the paladin to explore. encounter
Base Card 5: Thousand Bones
Base Card 6: Laori Vaus
Base Card 7: Vencarlo Orisini
Base Card 8: Trinia Sabor
will draw and display thousand bones then heal a card - Sklar-quah Thundercaller
Sixth explore
discard blessing of pharasma to explore
Base Card 6: Laori Vaus
Base Card 7: Vencarlo Orisini
Base Card 8: Trinia Sabor
Base Card 9: Ishani Dhatri
Will draw and display Ishani Dhatri and heal a card blessing of the gods 3.
End of turn
recover Bound Lantern Archon - banish Wyvern to use stealth. +1d8 from power, +2 from stalking armor, +1d4 from belt of physical might
stealth 10: 1d10 + 6 + 2 + 1d4 + 1d8 ⇒ (8) + 6 + 2 + (4) + (8) = 28 Success.
reset hand. end turn
"
Hand: Charm Monster, Fire Shield, Belt of Physical Might, Stalking Armor, Sklar-quah Thundercaller,
Displayed: Ahtez, Faithful Hound, Keppira D'bear, Thousand Bones, Ishani Dhatri,
Deck: 13 Discard: 2 Buried: 3
Current Location: Base
Hero Points: 3
NOTES:
Available Support: My spells are available to use if needed, Faithful hound - discard card to add 2d4 to combat or evade monster. Keppira D'bear: +1d4 to all undead banes
Movement: Move to ?
Other: 2 respect token
Middle of Deck (Unknown Order): Augury, Staff of Minor Healing (Core), Blessing of the Gods (1), Headband of Alluring Charisma, Black Spot, Blessing of the Gods (2), Rain of Frogs, Researcher, Blessing of the Gods (3), Apprentice, Phantom Steed, Troubadour (Core)
Recharged: Bound Lantern Archon,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([ ]or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
[X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
[ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)
Upkeep
used from box=RM#1,2 RI #1,2, All the RS, RAlly#1.
supporters acquired=base #1,2,3,4,5,9
Need 1 random healing spell from the vault still
| TColMaster Mother Myrtle |
Out of Turn Updates: None
Turn - Hour: The Locksmith
Hour Rules: On your check, you may recharge a card to replace all d4s with d8s.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Explore: Evil Eye
The Foreign Trader
Divine 10: 2d12 + 2 + 1d8 + 1 ⇒ (2, 7) + 2 + (4) + 1 = 16
Defeated
MM ends their turn.
MM attempts to recover all cards in their Recovery pile.
Poison Blast Arcane 14: 1d12 + 2 ⇒ (9) + 2 = 11
Elixir of Healing: 1d4 + 1 ⇒ (2) + 1 = 3
Removes Poisoned!
MM resets their hand.
[u]Summary[/u]
Acquired: [/ooc]
Banished: [ooc]Evil Eye
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: The Bear, Acid Arrow, Noble, Dragon's Breath, Tangleburn Bag, Wand of Acid Burst,
Displayed:
Deck: 13 Discard: 0 Buried: 0
"Hero Points: 1
XP: 6 // Mother Myrtle has the following scourges marked:Drained:"While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."
"
Middle of Deck (Unknown Order): Lyrune-Quash Moon Maiden, Magic Chain Mail, Blast Stone, The Foreign Trader, Clockwork Servant, Incitation, Poison Blast, Ruan Mirukova - Loot, Bottled Lightning
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowlege: INT +2
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile (☐ or deck, then shuffle your deck).
| Quinn 12789 |
Out of Turn Updates: given and buried Iron Knuckles..1 fire damage from Evoker (dagger)
Hand: Blackjack's Rapier, Fate-reader Lenses, Fortune-teller, Leech, The Keep, Dust of Revealing,
Displayed:
Deck: 13 Discard: 2 Buried: 1
Hero Points: 2
Respect Points: 5
Reroll last used: 6-99C/ HP Reroll last used: DD-3C // Quinn has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Fate-reader Lenses adds d10 to anyones Perception
Mastermind can add knowledge skill to any local N/C check in a pinch
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): Cerulean Mastermind, The Marriage, The Peacock, Infernal Healing, Fox, Glamered Leather Armor, Snakebite Dagger, Bloodroot Poison, Zellara's Harrow Deck, The Carnival, Gem of Mental Acuity, Elixir of Focus, The Marriage 2
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
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
Proficiencies:
None
POWERS:
When you attempt a 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. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
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.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ 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).
| BR Zalarian |
Random Roll: 1d2 ⇒ 2 Healing spell obtained is Magical Mansion
Spell
Traits: Arcane Magic
To Acquire: Intelligence Arcane 8
Display next to a location. While displayed: * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards. * At the start of your turn or when this location is closed, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
| Quinn 12789 |
Out of Turn Updates: took 1 fire..already dealt with and became drained and poisoned
Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
if random character, using Self as #1
Turn - Hour: 5 - The Foreign Trader
Hour Rules: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
SOT: Quinn begins his turn examining the top card of his location: Ogre
Will recharge Dust and have Kess beat up an ogre (since that can heal him a card)
Core Monster 0
Traits: Giant Ogre Veteran
To Defeat: Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Quinn, Kess, and Mother Myrtle each take one combat damage - I discard The Keep
Will assume that Kess recharges armor for damage and reveals Fire Gecko and discards The Cyclone to bless
Kess Melee Combat Check DC 12+4+4=20: 1d10 + 5 + 1d12 + 1d4 + 1d10 - 3 ⇒ (1) + 5 + (6) + (3) + (3) - 3 = 15 2 is added for the one but not quite; will use reroll
Kess Melee Combat Check DC 12+4+4=20: 1d10 + 5 + 6 + 3 + 3 - 3 ⇒ (6) + 5 + 6 + 3 + 3 - 3 = 20 since 2 is added for the one that makes a Success; Kess will use heal to remove poisoned
Will recharge leech to try and heal
Random Roll: 1d4 - 1 ⇒ (1) - 1 = 0 No healing today
Give Card: None
Location Powers: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Move: Stay at Cinderlands and will choose boon for fortune-teller
CotCT Ally 4
Traits: Human Ranger
To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger
Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3.
Includes non-combat bonus
Diplomacy Check DC 11: 1d6 + 2 + 1d4 - 2 ⇒ (4) + 2 + (4) - 2 = 8 No Success
Free Explore - 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.
Will reveal Blackjack's Rapier
Recharge Fate-reader lenses to use Knowledge+3
Add 2 for each 4 rolled
Acrobatics INT KNOW Combat Check DC 6+4+4=14: 1d10 + 4 + 1d6 + 2 + 3 - 2 ⇒ (10) + 4 + (4) + 2 + 3 - 2 = 21
Strength Combat Check DC XX: 0d6 + 0d6 + 2 ⇒ (-) + (-) + 2 = 2
Success
Zetha will use charm monster and get a Sneak (0) to reduce check by 3.
Will reveal Blackjack's Rapier
Recharge Blackjack's Rapier to use Knowledge+4
Add 2 for each 4 rolled
Acrobatics INT KNOW Combat Check DC 11+4+4=21-3=18: 1d10 + 4 + 1d6 + 2 + 4 - 2 ⇒ (10) + 4 + (3) + 2 + 4 - 2 = 21
Strength Combat Check DC XX: 0d6 + 0d6 + 2 ⇒ (-) + (-) + 2 = 2
Monster Defeated
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
Quinn Ends his turn examining the top card of his location: Landshark Whelp
During This Adventure:
The Harrow suit is Hammers..
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades
DURING THIS SCENARIO:
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand and recharges Elixir of Focus due to poisoned scourge.
Will display Glamered Leather Armor and Infernal Healing
"
Hand: Bloodroot Poison, Fox, Cerulean Mastermind, The Carnival,
Displayed: Glamered Leather Armor, Infernal Healing,
Deck: 12 Discard: 3 Buried: 1
Hero Points: 2
Respect Points: 5
Reroll last used: 6-99C/ HP Reroll last used: DD-3C // Quinn has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Fate-reader Lenses adds d10 to anyones Perception
Mastermind can add knowledge skill to any local N/C check in a pinch
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): The Marriage 2, Gem of Mental Acuity, Snakebite Dagger, The Peacock, The Marriage, Zellara's Harrow Deck
Recharged: Dust of Revealing, Fortune-teller, Leech, Fate-reader Lenses, Blackjack's Rapier, Elixir of Focus,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
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
Proficiencies:
None
POWERS:
When you attempt a 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. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
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.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ 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).
"
[u]Summary[/u]
Current Location: Cinderlands
Acquired: None
Banished: Ogre, Skoan-quah Boneslayer, Cave Bear
Examined: Landshark Whelp
Random Card(s) Used: RM#3 Sneak
Displayed: None
Other Player(s) Resources Used: Kess The Cyclone and scenario reroll, Kess armor recharged, Zetha's Charm Monster
Actions needed by other Player(s): Kess has poison scourge removed
Mother Myrtle takes 1 combat damage
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario: SCENARIO 4B: THE BELLY OF THE BEAST
DURING THIS SCENARIO:
Additional Rules: THREAT LIST:
Danger: Inferno
Villain: Cindermaw
Closing Henchmen: None
Scenario Level (#): 4
Turn: 6, Kess/MatsuKurisu
Monsters
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Barriers
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
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.
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.
Weapons
Spells
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Allies
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Blessings
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
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.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 24
Hourglass
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
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.
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.
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
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.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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.
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 6 Ba: 3 W: 5 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 1 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, MotherMyrtle/TColMaster, Quinn/Zalarian, None
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
None None None
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
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.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Location #2: 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 ?: 4
Located/Displayed Here: Zetha/morph147, None
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 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.
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.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Kess {Barb_UW} Matsu Kurisu
|
Turn order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster,
Out of Turn Updates
On Quinns turn Used: Kess The Cyclone and scenario reroll, Kess armor recharged
Blessing = #6 Kess/Matsu Kurisu: Sands of the Hour
When this is the hour: No effect.
Start of Turn
Kit Swap:
Into Kit (Fire Gecko (AD1) )
Into Hand (Snapping Flytrap (AD3) )
At: #1: Cinderlands
Give: No
Move: No
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Bury Snapping Flytrap (AD3), fetch (Cloud Puff, Verdant Rager (AD2), Angelstep)
Free explore = 1: Landshark Whelp, Ally 4: Wisdom 9
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Wisdom 1d6, Bury lt Ausio Carowyn (AD3) +2d12, Drained -2
Wisdom 9: 1d6 + 2d12 - 2 ⇒ (3) + (4, 7) - 2 = 12 - Acquired
Discard Verdant Rager (AD2) explore +1d6 vs Combat & survival = 2: Returning Totem Spear, Weapon 4: Melee 12
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Melee 1d10+2+3, Recharge MM Noble +1d6, Drained -2
Melee 12: 1d10 + 2 + 3 + 1d6 - 2 ⇒ (5) + 2 + 3 + (5) - 2 = 13 - acquired
Kess ends her turn.
Bury Blessing of Milani, banish Drained
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Reveal Plant (Cloud Puff, Angelstep) +2HS
Discard
Draw up Crowbar, Red War Paint, Blessing of the Green Faith, Reed Snake Armor
Display Red War Paint
Summary
Location = #1: Cinderlands
Acquired = 1: Landshark Whelp, 2: Returning Totem Spear
Banished =
Examined =
From Box =
Displayed =
Give =
Used = Recharge MM Noble
Other =
"
Hand: ac Returning Totem Spear, Cloud Puff, Angelstep, ac Landshark Whelp (AD4), Crowbar, Blessing of the Green Faith, Reed Snake Armor,
Displayed: Red War Paint,
Deck: 7 Discard: 2 Buried: 4
Hero Points: 1
NOTES:
Available Support: Distant: Blessings Available, Available
Local: Items available. Ally recharge powers available
[X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
Other: Other: On Close, Move to #6: Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 [X]6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
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.
□ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
[X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
□ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
□ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE
| Morph147 Zetha |
Hour is Incitation
Hour power is None
Start of turn
Draw 2 random monsters from the box
RM#1 skeleton, RM#2 Orge
banish Orge to move back to Cinderlands
Bury Ishani Dhatri to remove a scrouge from each local character
Will Display Magical Mansion Next to location. - Characters can skip first explore to heal 1d4+1 cards, banish at the start of my turn or when location closes
First explore
encounter Cinderlands Card 3: Ambush
attempt stealth. Reveal stalking armor to add 2, reveal belt of physical might to add 1d4.
Stealth 8+4: 1d10 + 6 + 2 + 1d4 ⇒ (9) + 6 + 2 + (1) = 18 Success. Banish
Second explore
Discard Sklar-quah Thundercaller to examine the top card of the deck Cinderlands Card 4: Lyrune-quah Truthspeaker, then I will choose to encounter it.
Banish Skeleton to use stealth. Reveal stalking armor to add 2, Reveal Belt of Physical might to add 1d4.
Stealth 12: 1d10 + 6 + 2 + 1d4 ⇒ (6) + 6 + 2 + (3) = 17 Success. acquire
end turn
reset hand. End turn
"
Hand: Fire Shield, Black Spot, Stalking Armor, Belt of Physical Might, Staff of Minor Healing (Core), Lyrune-quah Truthspeaker,
Displayed: Ahtez, Faithful Hound, Keppira D'bear, Thousand Bones, Magical Mansion,
Deck: 11 Discard: 4 Buried: 4
Current Location: Base
Hero Points: 3
NOTES:
Available Support: My spells are available to use if needed, Faithful hound - discard card to add 2d4 to combat or evade monster. Keppira D'bear: +1d4 to all undead banes
Movement: Move to ?
Other: 2 respect token
Middle of Deck (Unknown Order): Headband of Alluring Charisma, Researcher, Blessing of the Gods (2), Phantom Steed, Rain of Frogs, Augury, Troubadour (Core), Blessing of the Gods (1), Blessing of the Gods (3), Apprentice
Recharged: Bound Lantern Archon,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([ ]or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
[X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
[ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)
Upkeep
move=Cinderlands
acquire = cinderlands #4 Lyrune-quah Truthspeaker
banish = cinderlands #3
notes: Magical Mansion is displayed next to location - you may instead of your first exploration heal 1d4+1 cards.
[b]Everyone healed 1 scourge[/ooc]
-IF You do a Wisdom or Divine check, please use my Lyrune-quah Truthspeaker. It will allow me to heal for 2.
Blackspot and fire shield available. If fire shield is played, it will stay out until the end of my next turn and the ability is a may add 1d8 plus the cold or fire trait so you dont have to if something is immune.
| TColMaster Mother Myrtle |
Out of Turn Updates: Heal 1 Scourge (Drained)
Noble Recharged
Turn - Hour:Pharasma's Knowing
Hour Rules: On your check against an Undead card, add 1d6.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Explore: Traitor
BYA: No Ally in Hand to Discard
Tangleburn Bag
Combat 17: 1d12 + 2d8 + 4 ⇒ (1) + (4, 8) + 4 = 17
Defeated
-Discard The Bear to Explore
Dragon's Breath
Zombie Combat 17: 1d12 + 3d6 + 2 ⇒ (4) + (2, 3, 6) + 2 = 17
Defeated
MM ends their turn.
MM attempts to recover all cards in their Recovery pile.
Elixir of Healing Craft 6: 1d12 + 4 ⇒ (2) + 4 = 6
Tangleburn Bag Craft 12: 1d12 + 4 ⇒ (10) + 4 = 14
Dragon's Breath Arcane 13: 1d12 + 2 ⇒ (10) + 2 = 12
MM resets their hand.
[u]Summary[/u]
Acquired: None
Banished: Traitor, Zombie
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Blast Stone, Acid Arrow, Lyrune-Quash Moon Maiden, Ruan Mirukova - Loot, Incitation, Wand of Acid Burst,
Displayed:
Deck: 12 Discard: 2 Buried: 0
"Hero Points: 1
XP: 6"
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."
"
Middle of Deck (Unknown Order): The Foreign Trader, Poison Blast, Bottled Lightning, Clockwork Servant, Magic Chain Mail
Recharged: Noble, Elizir of Healing, Tangleburn Bag,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowlege: INT +2
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile (☐ or deck, then shuffle your deck).
| Quinn 12789 |
Out of Turn Updates: Healed for 1..used to remove poisoned scourge
Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
if random character, using Self as #1
Turn - Hour: 9 - Calistria's Sting
Hour Rules: You may avenge by discarding a card.
SOT: Will discard card (Fox) to draw card (The Peacock) using Mat
Quinn begins his turn examining the top card of his location: Landshark TRIGGER
Encounter: Landshark
CotCT Monster 4
Traits: Aberration Trigger
To Defeat: Combat 21
When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location.
Zetha uses Fire Shield to add 1d8
Kess will take on beast; will assume he discard landwhelp to figh land shark
Kess Melee Combat Check DC 21-5=16: 1d10 + 5 + 1d12 + 1d8 ⇒ (5) + 5 + (6) + (5) = 21 Success; Kess heals a card and MM may draw a card from discard
Give Card: None
Move: Stay at Cinderlands
Location Powers: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Will skip free explore to heal from mansion
Healing: 1d4 + 1 ⇒ (3) + 1 = 4
Quinn has all cards in their discard pile healed: (Nightspear, Venomous Dagger, The Keep, Fox). Deck shuffled.
Will discard Cerulean Mastermind to explore
CotCT Monster 4
Traits: AND Animal Human Ranger Trigger
To Defeat: Combat 18 THEN Combat 17 OR Survival 11
When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
Will recharge armor for combat damage and have Kess take first check
Kess Melee Combat Check DC 18: 1d10 + 5 + 1d12 + 1d8 ⇒ (10) + 5 + (10) + (6) = 31 Success
Will display/reload poison for 1d8, discard The Carnival to bless, ask MM to recharge Ruan Mirukova to add 1d4 and add fire from fire shield, finally discard the Peacock to use the hounds add 2d4
Strength Check DC 17: 1d6 + 1d8 + 1d6 + 1d4 + 2d4 - 6 ⇒ (4) + (2) + (6) + (2) + (4, 4) - 6 = 16 Flipping the 2 to a 7 on d8 makes it a success
I heal one due to Ruan and MM may draw ally,spell, or item from discard
Quinn is healed for 1: (The Carnival). Deck shuffled.
Quinn Ends his turn examining the top card of his location: Hippogriff Fledgling
During This Adventure:
The Harrow suit is Hammers..
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades
DURING THIS SCENARIO:
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand.
"
Hand: Bloodroot Poison, The Carnival, The Keep, Fox, Zellara's Harrow Deck, Venomous Dagger, Elixir of Focus,
Displayed: Glamered Leather Armor, Infernal Healing,
Deck: 10 Discard: 2 Buried: 1
Hero Points: 2
Respect Points: 5
Reroll last used: 6-99C/ HP Reroll last used: DD-3C / draw used 4B // Quinn has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Fate-reader Lenses adds d10 to anyones Perception
Mastermind can add knowledge skill to any local N/C check in a pinch
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): Leech, Snakebite Dagger, Fate-reader Lenses, The Marriage 2, Fortune-teller, Dust of Revealing, Gem of Mental Acuity, Blackjack's Rapier, The Marriage, Nightspear
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
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
Proficiencies:
None
POWERS:
When you attempt a 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. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
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.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ 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).
"
[u]Summary[/u]
Current Location: Cinderlands
Acquired: None
Banished: Landshark
Hippogriff Rider
Examined: Hippogriff Fledgling is top card
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Zetha's Fireshield and Black Spot
MM Ruan is recharged
Kess' landshark whelp is discarded
Actions needed by other Player(s): Kess healed a card from combat
MM draws a card from Kess's combat and Quinn's combat
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario: SCENARIO 4B: THE BELLY OF THE BEAST
DURING THIS SCENARIO:
Additional Rules: THREAT LIST:
Danger: Inferno
Villain: Cindermaw
Closing Henchmen: None
Scenario Level (#): 4
Turn: 10, Kess/MatsuKurisu
Monsters
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
None None None
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Barriers
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
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
Spells
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Items
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Allies
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Blessings
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
Hour Power: No effect.
Current Hour:
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.
Hours Remaining: 20
Hourglass
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.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
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.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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.
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 2 Ba: 2 W: 4 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, MotherMyrtle/TColMaster, Quinn/Zalarian, None
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
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.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Location #2: 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 ?: 4
Located/Displayed Here: Zetha/morph147, None
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 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.
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.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
| TColMaster Mother Myrtle |
Hand Update:
Hand: Blast Stone, Acid Arrow, Lyrune-Quash Moon Maiden, Incitation, Wand of Acid Burst, Dragon's Breath,
Displayed:
Deck: 13 Discard: 1 Buried: 0
"Hero Points: 1
XP: 6"
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."
"
Middle of Deck (Unknown Order): Bottled Lightning, Magic Chain Mail, Clockwork Servant, Poison Blast, The Foreign Trader
Recharged: Noble, Elizir of Healing, Tangleburn Bag, Ruan Mirukova - Loot,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowlege: INT +2
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile (☐ or deck, then shuffle your deck).
Kess {Barb_UW} Matsu Kurisu
|
Turn order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster,
Out of Turn Updates
Discard ac Returning Totem Spear to encounter Quinn's Monster
Card healed#: 1d3 ⇒ 3 (ac Returning Totem Spear)
Blessing = #6 Kess/Matsu Kurisu: Sands of the Hour
When this is the hour: No effect.
Start of Turn
Kit Swap:
Into Kit (Angelstep)
Into Hand (Fire Gecko (AD1) )
At: #1: Cinderlands
Give: Blessing of the Green Faith to Quinn
Move: No
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Quinn recovery Zellara's Harrow Deck
2: Roc, Monster 4
1: Hippogriff Fledgling, Ally 4
3: Verminbane Warhammer, Weapon 4
Free explore = 2: Roc, Monster 4: Combat 19
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Kess.Melee 1d10+2+3+1d12, Reveal Fire Gecko (AD1) +1d4, Kess.recharge(ac Landshark Whelp (AD4)) +1d4+4
Combat 19: 1d10 + 2 + 3 + 1d12 + 1d4 + 1d4 + 4 ⇒ (5) + 2 + 3 + (2) + (1) + (3) + 4 = 20 - Banished
Card healed#: 1d2 ⇒ 1 (Verdant Rager (AD2))
Kess ends her turn.
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Reveal Plant (Cloud Puff) +1HS
Discard
Draw up Blessing of Chaldira Zuzaristan, Blessing of Gozreh, Mammoth Hide Armor
Summary
Location = #1: Cinderlands
Acquired =
Banished = 2: Roc
Examined = 1: Hippogriff Fledgling, 3: Verminbane Warhammer,
From Box =
Displayed =
Give =
Used = Quinn recovery Zellara's Harrow Deck
Other =
"
Hand: Reed Snake Armor, Cloud Puff, Crowbar, Fire Gecko (AD1), Blessing of Chaldira Zuzaristan, Blessing of Gozreh, Mammoth Hide Armor,
Displayed: Red War Paint,
Deck: 7 Discard: 1 Buried: 4
Hero Points: 1
NOTES:
Available Support: Distant: Blessings Available, Available
Local: Items available. Ally recharge powers available
[X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
Other: Other: On Close, Move to #6: Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 [X]6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
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.
□ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
[X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
□ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
□ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE
| Quinn 12789 |
Out of Turn Updates: Given Blessing of the Greenfaith
Includes non-combat bonus
Perception Check DC 12: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5 deck is discarded
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario: SCENARIO 4B: THE BELLY OF THE BEAST
DURING THIS SCENARIO:
Additional Rules: THREAT LIST:
Danger: Inferno
Villain: Cindermaw
Closing Henchmen: None
Scenario Level (#): 4
Turn: 11, Zetha/morph147
Monsters
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Barriers
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
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.
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
Spells
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Items
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Allies
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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.
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
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.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 19
Hourglass
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
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.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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.
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 1 Ba: 2 W: 4 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, Zetha/morph147, MotherMyrtle/TColMaster, Quinn/Zalarian, None
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
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.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Location #2: 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 ?: 4
Located/Displayed Here: None
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 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.
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.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
| Morph147 Zetha |
Hour is Sands of the Hour
Hour power - none
Start of turn
Magical mansion banished due to start of turn effect
draw 2 random monsters from the box.
First explore
Encounter Cinderlands Card 1: Hippogriff Fledgling.
Will attempt Wisdom, will recharge Lyrune-quah Truthspeaker +1d6,+1d8 from power to acquire ally. Will banish Sneak to use stealth in its place, +2 stalking armor, +1d4 from belt of physical might.
Wisdom Stealth 11: 1d10 + 6 + 2 + 1d6 + 1d8 + 1d4 ⇒ (3) + 6 + 2 + (5) + (7) + (4) = 27 Success
Then after check Lyrune-quah Truthspeaker heals me 2 cards. charm monster and Sklar-quah Thundercaller.
Will recharge Staff of minor healing to heal another card - The paladin
End of turn
Recover Magical Mansion, +1d8 from power Arcane 10: 1d10 + 2 + 1d8 ⇒ (9) + 2 + (2) = 13 Recover
"
Hand: Fire Shield, Black Spot, Stalking Armor, Belt of Physical Might, Hippogriff Fledgling, Cytillipede,
Displayed: Ahtez, Faithful Hound, Keppira D'bear, Thousand Bones,
Deck: 17 Discard: 1 Buried: 4
Current Location: Base
Hero Points: 3
NOTES:
Available Support: My spells are available to use if needed, Faithful hound - discard card to add 2d4 to combat or evade monster. Keppira D'bear: +1d4 to all undead banes
Movement: Move to ?
Other: 2 respect token
Middle of Deck (Unknown Order): Lyrune-quah Truthspeaker, Staff of Minor Healing (Core), Apprentice, Charm Monster, Augury, Blessing of the Gods (1), Phantom Steed, Rain of Frogs, Troubadour (Core), Blessing of the Gods (2), Bound Lantern Archon, Researcher, Sklar-quah Thundercaller, Blessing of the Gods (3), Headband of Alluring Charisma, The Paladin
Recharged: Magical Mansion,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([ ]or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
[X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
[ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)
Upkeep
Used from box random monster 1,2
aquired Cinderlands #1
please feel free to use my fire shield and black spot as needed. Fire shield if displayed stays out till the start of my next turn.
| TColMaster Mother Myrtle |
Out of Turn Updates: None
Turn - Hour: Nethys's Duality
Hour Rules:On your check against a spell, add 1d4.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Explore: Verminbane Warhammer
STR 14: 2d4 ⇒ (2, 4) = 6
Fail, banish
Discard Lyrune-Quash to examine [Mad Prophet]
Will Explore
Incitation
INT 9: 2d8 + 1 ⇒ (3, 8) + 1 = 12
Banished
-Discard Nethys's Duality to examine Cards 4 and 5.
Neither Trigger, Reorder as Quinn wants.
MM ends their turn.
MM attempts to recover all cards in their Recovery pile.
MM resets their hand.
[u]Summary[/u]
Acquired: Nethys's Duality
Banished: NMad Prophet
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Quinn - Order Card 4 and 5 as you see fit.
Hand: Blast Stone, Acid Arrow, Poison Blast, Magic Chain Mail, Wand of Acid Burst, Dragon's Breath,
Displayed:
Deck: 12 Discard: 4 Buried: 0
"Hero Points: 1
XP: 6"
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."
"
Middle of Deck (Unknown Order): Bottled Lightning, The Foreign Trader, Clockwork Servant
Recharged: Noble, Elizir of Healing, Tangleburn Bag, Ruan Mirukova - Loot,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowlege: INT +2
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile (☐ or deck, then shuffle your deck).
| Quinn 12789 |
Out of Turn Updates: Kept order same with barrier on top
Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
if random character, using Self as #1
Turn - Hour: 13 - The Real Rabbit Prince
Hour Rules: At the start of your turn, draw this card.
CotCT Blessing 1
Traits: Harrow Promo Suit: Keys Veteran
When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed.
SOT: Quinn begins his turn examining the top card of his location: Trapped Chest
Give Card: None
Move: Stay at Cinderlands
Location Powers: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
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.
Includes non-combat bonus;will bury bloodroot poison to add perception
Disable Check DC 7+4=11: 1d10 + 4 + 1d4 + 1d8 + 3 - 3 ⇒ (3) + 4 + (4) + (7) + 3 - 3 = 18 Success; will heal 1 (The Peacock) and summon and encounter spell
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Intelligence Check DC 5: 1d10 + 3 - 1 ⇒ (3) + 3 - 1 = 5 Success
Will discard fox to explore
CotCT Weapon 4
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter.
Dexterity Check DC 13: 1d6 - 1 ⇒ (3) - 1 = 2 No Success
Will discard TRRP to explore
TRRP shuffles off to: 1d4 ⇒ 3 Zetha's Discard Pile
CotCT Story Bane 4
Type: Monster
Traits: Animal Fire
To Defeat: Combat 27 OR Strength Acrobatics Survival 12
Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.
Will discard a card (Venomous Dagger) to evade via faithful hound
Quinn Ends his turn burying BotGF to remove drained. examining the top card of his location: Random location card: 1d6 ⇒ 5 Catoblepas TRIGGER
CotCT Monster 4
Traits: Aberration Trigger
To Defeat: Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned.
Suffer 1 poison damage (discard enhance); Kess may choose to shuffle or punch the beast on his turn
Will bury fox to heal 1 (enhance) via infernal healing
During This Adventure:
The Harrow suit is Hammers..
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades
DURING THIS SCENARIO:
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand.
"
Hand: Blackjack's Rapier, Elixir of Focus, The Keep, The Carnival, The Marriage 2, The Peacock, The Marriage,
Displayed: Glamered Leather Armor, Infernal Healing,
Deck: 8 Discard: 3 Buried: 4
Hero Points: 2
Respect Points: 5
Reroll last used: 6-99C/ HP Reroll last used: DD-3C / draw used 4B // Quinn has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Fate-reader Lenses adds d10 to anyones Perception
Mastermind can add knowledge skill to any local N/C check in a pinch
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): Leech, Dust of Revealing, Fate-reader Lenses, Gem of Mental Acuity, Enhance, Snakebite Dagger, Fortune-teller, Nightspear
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
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
Proficiencies:
None
POWERS:
When you attempt a 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. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
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.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ 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).
"
[u]Summary[/u]
Current Location: Cinderlands
Acquired: Enhance
Banished: Trapped Chest; Vindicator
Examined: Catoblepas
Random Card(s) Used: Spell#1
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Kess may choose to shuffle deck rather than have Catoblepas on top
Zetha has TRRP in her discard
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario: SCENARIO 4B: THE BELLY OF THE BEAST
DURING THIS SCENARIO:
Additional Rules: THREAT LIST:
Danger: Inferno
Villain: Cindermaw
Closing Henchmen: None
Scenario Level (#): 4
Turn: 14, Kess/MatsuKurisu
Monsters
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
None None None
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Barriers
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.
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
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.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
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.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Spells
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.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Items
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Allies
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Blessings
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
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.
Hour Power: No effect.
Current Hour:
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hours Remaining: 16
Hourglass
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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.
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 1 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, Zetha/morph147, MotherMyrtle/TColMaster, Quinn/Zalarian, None
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
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.
Location #2: 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 ?: 4
Located/Displayed Here: None
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 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.
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.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Kess {Barb_UW} Matsu Kurisu
|
Turn order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster,
Out of Turn Updates
Blessing = #14 Kess/Matsu Kurisu: Incitation
When this is the hour: No effect.
Start of Turn
Kit Swap:
Into Kit (Crowbar)
Into Hand (lt Blackjack's Daggers)
At: #1: Cinderlands
Give: No
Move: No
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Free explore = 1: Catoblepas, Monster 4: Combat 20
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Kess.Melee 1d10+2+3+1d12, Reveal Fire Gecko (AD1) +1d4, Kess.recharge(Fire Gecko (AD1)) +1d4+1, Recharge Mammoth Hide Armor +1d6, Discard Blessing of Gozreh +1d10, Recharge lt Blackjack's Daggers +1d4+1, Faithful hound (Blessing of Chaldira Zuzaristan) +2d4
Combat 20/40: 1d10 + 2 + 3 + 1d12 + 1d4 + 1d4 + 1 + 1d6 + 1d10 + 1d4 + 1 + 2d4 ⇒ (10) + 2 + 3 + (7) + (4) + (4) + 1 + (2) + (5) + (2) + 1 + (1, 3) = 45 - Banished. Gained a Respect
Card healed#: 1d3 ⇒ 3 (Blessing of Chaldira Zuzaristan)
Kess ends her turn.
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Reveal Plant (Cloud Puff) +1HS
Discard
Draw up Blessing of Achaekek, Verdant Rager (AD2), lt Blackjack's Daggers, lt Blackjack's Rapier, Reed Moccasin (AD3)
Summary
Location = #1: Cinderlands
Acquired =
Banished = 1: Catoblepas,
Examined =
Respect{/b]
Prior scenarios = 1
Prior turns, this scenario = 0
This Turn = (>20+) +1
From Box =
Displayed =
Give =
Used =
Other =
"
[b]Hand: Reed Snake Armor, Cloud Puff, Blessing of Achaekek, Verdant Rager (AD2), lt Blackjack's Daggers, lt Blackjack's Rapier, Reed Moccasin (AD3),
Displayed: Red War Paint,
Deck: 6 Discard: 2 Buried: 4
Hero Points: 1
NOTES:
Available Support: Distant: Blessings Available, Available
Local: Items available. Ally recharge powers available
[X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
Other: Other: On Close, Move to #6: Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 [X]6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
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.
□ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
[X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
□ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
□ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE
| Morph147 Zetha |
Hour is The Joke
Hour power is On your check against a barrier, you may recharge a card to add your Intelligence die.
Start of turn
Zetha draws 2 random monsters from the box
RM#1 Evoker
RM#2 Hippogriff Rider
Give
Give Kess Hippogriff Fledging to boost his deck a bit.
First explore
Encounter Cinderlands Card 2: Limning Starknife. Banish Evoker to use stealth. +2 stalking armor. +1d4 from belt of physical might
Stealth 13: 1d10 + 6 + 2 + 1d4 ⇒ (7) + 6 + 2 + (4) = 19 Success. Acquire
End of turn
Discard Hippogriff Rider. reset hand. End turn.
"
Hand: Limning Starknife, Fire Shield, Black Spot, Stalking Armor, Belt of Physical Might, Cytillipede,
Displayed: Ahtez, Faithful Hound, Keppira D'bear, Thousand Bones,
Deck: 17 Discard: 3 Buried: 4
Current Location: Base
Hero Points: 3
NOTES:
Available Support: My spells are available to use if needed, Faithful hound - discard card to add 2d4 to combat or evade monster. Keppira D'bear: +1d4 to all undead banes
Movement: Move to ?
Other: 2 respect token
Middle of Deck (Unknown Order): Bound Lantern Archon, Blessing of the Gods (1), Headband of Alluring Charisma, Charm Monster, Rain of Frogs, Lyrune-quah Truthspeaker, Blessing of the Gods (2), Phantom Steed, Blessing of the Gods (3), Staff of Minor Healing (Core), Troubadour (Core), Researcher, Sklar-quah Thundercaller, Augury, Apprentice, The Paladin
Recharged: Magical Mansion,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity+3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charimsa +2
Dipolomacy: Charisma+1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([ ]or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
[X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
[ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)
Upkeep
Gave Kess Hippogriff Fledging
acquire Cinderlands Card #2
| Morph147 Zetha |
At the start of MM turn
Zetha will display fire shield - While displayed, you may add 1d8 and the Cold or Fire trait to a combat check attempted by a character at your location. Use this with the cold againist Cindermaw for a 1d8+4 due to its vulnerability to cold.
Feel free to use Limning Starknife and Black spot to boost your combat againist Cindermaw.
| BR Zalarian |
During This Adventure:
-Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT
During This Scenario: SCENARIO 4B: THE BELLY OF THE BEAST
DURING THIS SCENARIO:
Additional Rules: THREAT LIST:
Danger: Inferno
Villain: Cindermaw
Closing Henchmen: None
Scenario Level (#): 4
Turn: 16, MotherMyrtle/TColMaster
Monsters
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
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
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
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.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Spells
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Items
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Allies
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
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.
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.
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 14
Hourglass
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
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.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
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.
Location #1: Cinderlands
Sacred
Wild
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
When Permanently Closed: Examine the top card of any location.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Kess/MatsuKurisu, Zetha/morph147, MotherMyrtle/TColMaster, Quinn/Zalarian, None
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
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.
Location #2: 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 ?: 4
Located/Displayed Here: None
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
CotCT
Supporter 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.
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.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: None
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
| TColMaster Mother Myrtle |
Out of Turn Updates: Draw Lyrune from discard pile from @kess Combat.
Turn - Hour: Sands
Hour Rules: None
SOT: Display Magic Chainmail
Give Card: None
Move: XX -> YY
Location Powers: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Explore: Thundering Earthbreaker
STR 15: 2d4 ⇒ (2, 1) = 3
Failed, Banished
-Discard Lyrune to Examine (Firepelt Cougar)
Choosing to explore
Quinn- The Keep
Firepelt Cougar Survival 12: 2d12 + 4 ⇒ (9, 7) + 4 = 20
Acquired
Attempt to Recharge (Survival 9) Cougar to Explore, else discard: 1d12 + 4 ⇒ (10) + 4 = 14
BYA Dex 9: 1d4 ⇒ 2
Fire Damage: 1d4 ⇒ 2 Blast Stone, Wand of Acid Burst.
Quinn - The Peacock
Cindermaw Survival 12: 2d12 + 4 ⇒ (5, 12) + 4 = 21
Defeated, Gain Honor-Tested
MM ends their turn.
MM attempts to recover all cards in their Recovery pile.
MM resets their hand.
[u]Summary[/u]
Acquired: Firepelt Cougar
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Quinn - The Keep, Peacock
Actions needed by other Player(s): None
Hand: Bottled Lightning, Acid Arrow, Poison Blast, The Foreign Trader, Clockwork Servant, Dragon's Breath,
Displayed: Magic Chain Mail,
Deck: 10 Discard: 6 Buried: 0
"Hero Points: 1
XP: 6 // Mother Myrtle has the following scourges marked:Honor-Tested:"While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."
"
Middle of Deck (Unknown Order): 0
Recharged: Noble, Elizir of Healing, Tangleburn Bag, Ruan Mirukova - Loot, Firepelt Cougar,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowlege: INT +2
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile (☐ or deck, then shuffle your deck).
| TColMaster Mother Myrtle |
Hand: Bottled Lightning, Noble, Elizir of Healing, The Foreign Trader, Clockwork Servant, Tangleburn Bag,
Displayed: Magic Chain Mail,
Deck: 7 Discard: 9 Buried: 0
"Hero Points: 1
XP: 6 // Mother Myrtle 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.
Honor-Tested:"While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."
"
Middle of Deck (Unknown Order): 0
Recharged: Ruan Mirukova - Loot, Firepelt Cougar,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowlege: INT +2
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile (☐ or deck, then shuffle your deck).
START OF QUINNS TURN
Elixir of Healing Target=MM: 1d4 + 1 ⇒ (4) + 1 = 5
RNG: 1d9 + 1d8 + 1d7 + 1d6 + 1d5 ⇒ (1) + (8) + (3) + (2) + (1) = 15
| BR Zalarian |
Still waiting for confirmation from group from plan...will put actual turn in spoiler in case decision is not to do this.
For BYA of Cindermaw, will ask Kess to discard cloudpuff so that Quinn ignores Before acting.
Quinn discarded The Keep for Mother Myrtle's check on turn and Quinn will draw Venomous Dagger to hand due to use of Harrow; The Peacock was not used
Mother Myrtle adjusted her turn to not defeat Cindermaw in order to get Honor-Tested and is wounded..Quinn will avenge by burying a card (Blackjack's Rapier).
A mere dagger to cut oneself out of the belly of a beast?
For 2nd BYA, Will banish Elixir of focus to add Quinn's Int skill
Dexterity Check DC 9: 1d6 + 1d10 + 3 ⇒ (2) + (7) + 3 = 12 Success
Will reveal Venomous Dagger, Fire shield adds cold and 1d8
Strength Combat Check DC 27: 1d6 + 1d4 + 2 + 1d8 + 4 ⇒ (6) + (1) + 2 + (1) + 4 = 14
Cindermaw is not defeated; will bury Glamered Armor to reduce damage to 0 and acquire wounded
Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
if random character, using Self as #1
Turn - Hour: 17 - The Brass Dwarf
Hour Rules: The first time you discard cards as damage this turn, recharge 1 of them instead.
SOT: Quinn begins his turn examining the top card of his location:
Cindermaw or random card: 1d2 ⇒ 1 Cindermaw is top card
Discard top card of deck due to wounded (Enhance) and then take 1d4-1 fire damage for being Honor-tested
Random Roll: 1d4 - 1 ⇒ (3) - 1 = 2 discard The Peacock and recharge the Marriage 2 due to the hour
Give Card: The Marriage to Kess
Move: Move to the Base to support group..and avoid fire burying venomous dagger to move
Will draw Truthspeaker Akram (only supporter I have) and heal 1
Quinn is healed for 1: (The Peacock). Deck shuffled.
Will display Truthspeaker Akram
Quinn Ends his turn burying Cerulean Mastermind to heal 1 using infernal healing
Quinn is healed for 1: (The Marriage 2). Deck shuffled.
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand.
"
Hand: The Carnival, Fortune-teller, Snakebite Dagger, The Marriage 2, Leech, Dust of Revealing, Gem of Mental Acuity,
Displayed: Infernal Healing,
Deck: 3 Discard: 3 Buried: 8
Hero Points: 2
Respect Points: 5
Reroll last used: 6-99C/ HP Reroll last used: DD-3C / draw used 4B // Quinn has the following scourges marked:Honor-TestedSpoiler:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Fate-reader Lenses adds d10 to anyones Perception
Mastermind can add knowledge skill to any local N/C check in a pinch
Other: Feel free to pass non important items to Quinn for his barrier power
Deck, Discard, Buried
Middle of Deck (Unknown Order): Nightspear, Fate-reader Lenses, The Peacock
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
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
Proficiencies:
None
POWERS:
When you attempt a 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. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
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.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ 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).
"
[u]Summary[/u]
Current Location: Base
Acquired: None
Banished: None
Examined: Cindermaw
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Kess and Zetha need to do 2 BYAs and MM needs to do one BYA
| BR Zalarian |
Slight adjustment for my turn due to forgetting about Honor-Tested and monsters...
Kess {Barb_UW} Matsu Kurisu
|
Turn order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster,
Out of Turn Updates
Will leave The Carnival with Quinn
Cindermaw BYA#1 Acrobatics 9: 1d6 + 1 ⇒ (5) + 1 = 6 Failed. Fire: 1d4 ⇒ 1 Red War Paint -3, Reveal Reed Snake Armor -3 to 0
Cindermaw BYA#2 Acrobatics 9: 1d6 + 1 ⇒ (1) + 1 = 2 Failed. Fire: 1d4 ⇒ 1 Red War Paint -3, Reveal Reed Snake Armor -3 to 0
Blessing = #2 Kess/Matsu Kurisu: Orison
When this is the hour: No effect.
Start of Turn
Kit Swap:
Into Kit (lt Blackjack's Rapier)
Into Hand (Angelstep)
At: #1: Cinderlands
Give: Blessing of Achaekek to Zetha
Move: No
At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
Bury Angelstep, heal MM: 1d4 + 1 ⇒ (3) + 1 = 4
Free explore = 3: Cindermaw, Story Bane 4: Acrobatics 12
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.
Cindermaw BYA Acrobatics 9: 1d6 + 1 ⇒ (2) + 1 = 3 Failed. Fire: 1d4 ⇒ 2 Red War Paint -3, Reveal Reed Snake Armor -3 to 0
Zetha and MM do Cindermaw BYA
Acrobatics 12: 1d6 + 1 ⇒ (3) + 1 = 4 Undefeated. Bury Reed Snake Armor to reduce damage to 0
Suffer Wounded and Honor Tested
3: Cindermaw is escaping. Does Zetha Avenge?
Kess {Barb_UW} Matsu Kurisu
|
If Zetha Avenges,
Cindermaw BYA#1 Acrobatics 9: 1d6 + 1 ⇒ (3) + 1 = 4 Failed. Fire: 1d4 ⇒ 4 Red War Paint -3 to 0
Kess ends her turn.
Kess attempts to recover all cards in her Recovery pile.
Kess resets her hand.
Reveal Plant (Verdant Rager (AD2)) +1HS
Discard
Draw up ac Landshark Whelp (AD4), Fire Gecko (AD1), ac Returning Totem Spear, lt Salvator Scream (AD4)
Start of Zetha turn
Discard lt Salvator Scream (AD4) to draw 4 MotherMyrtle/TColMaster: Gorum's Iron
Summary
Location = #1: Cinderlands Shuffled(3,4)
Acquired = 4 MotherMyrtle/TColMaster: Gorum's Iron
Banished =
Examined =
Respect{/b]
Prior scenarios = 1
Prior turns, this scenario = 0
This Turn = (>20+) +1
From Box =
Displayed =
Give = [b]Blessing of Achaekek to Zetha
Used =
Other = heal MM: 4 cards, Zetha and MM do Cindermaw BYA
3: Cindermaw is escaping. Does Zetha Avenge?
"
Hand: lt Blackjack's Daggers, Verdant Rager (AD2), Reed Moccasin (AD3), ac Landshark Whelp (AD4), Fire Gecko (AD1), ac Returning Totem Spear, ac Gorum's Iron,
Displayed: Red War Paint,
Deck: 2 Discard: 3 Buried: 7
Hero Points: 1 // Kess has the following scourges marked:[spoiler=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.
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Distant: Blessings Available, Available
Local: Items available. Ally recharge powers available. Dagger available.
[X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
Other: Other: On Close, Move to #6: Base
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +1
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 [X]6 ☐ 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
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.
□ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
[X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
□ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
□ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE
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