| Cogsnap - 勝20100 |
Achaekek's Claws: Before acting against a story bane monster, draw 1 card then discard 1 card.
Free explore:
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Choosing not to let Aric handle the barrier.
Power adds a d6 vs Trap. Potion of Heroism adds another d6.
Intelligence 10: 1d10 + 3 + 2d6 ⇒ (4) + 3 + (2, 4) = 13
Barrier is defeated so it gets banished.
Recharge Clockwork Butterfly to examine next card: Orc Rager. Not an ally or blessing, no exploration.
Put Deathtrap in a Jar in recovery to explore.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Put Bottled Lightning (Core) in recovery to ignore BA powers. Use power to put Bottled Lightning instead.
Put Potion of Focus in recovery after playing Bottled Lightning (Core). Power and potion of Heroism both add a d6.
Combat 10+##=22: 1d10 + 5 + 3d8 + 2d6 ⇒ (4) + 5 + (3, 8, 2) + (6, 6) = 34
Defeated. Use power after defeating monster, recharging blue war paint to draw a new Alchemical/Liquid item: Wyvern Poison (from random)
Display Wyvern Poison.
End turn:
Put Bottled Lightning (Core) in recovery instead of Potion of Heroism.
Choose to fail recovery deathtrap in a jar, use power so that it is discarded
recovery Bottled Lightning: 1d10 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10
Use power so that it is discarded
recovery Potion of Focus: 1d10 + 5 + 1d6 ⇒ (1) + 5 + (5) = 11
Recharged
recovery Bottled Lightning (Core): 1d10 + 5 + 1d6 ⇒ (9) + 5 + (1) = 15
Recharged
Draw 6 cards.
Hand: Blessing of Norgorber, Clockwork Librarian, Alkali Flask, Steel Ibis Lamellar, Javelin of Lightning, Ambrosia, Golem Blight
Displayed: Potion of Heroism, Wyvern Poison,
Deck: 6 Discard: 5 Buried: 3
Current Location: Caves
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5D vs Grey Maiden Guard
Middle of Deck (Unknown Order): 0
Recharged: Silver War Paint, Corrosion, Blast Stone (Core), Clockwork Butterfly, blue war paint, Potion of Focus, Bottled Lightning (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.
| Aric - Matsu Kurisu |
Turn order: Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100,
Out of Turn Updates
Blessing = 1 Aric/Matsu_Kurisu: Orison
When this is the hour: No effect.
Start of Turn
At: #1: Caves
Change to Aric Change to Red Raven
Kit Swap:
Into Kit ( Giantbane Curve Blade +3 )
Into Hand ( Ring of Regeneration )
Reveal Ring of Regeneration.SoT.Recharge(1-3): 1d3 ⇒ 2 (Blessing of Abadar)
Give: Ring of Regeneration to Cogsnap/勝20100
Move: No
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
lt Third Eye.EoM Examine = Caves Card 3: Guardian Zombie, Monster 2 - Not Magic
Red Raven.EoM Examine = (Caves Card 3: Guardian Zombie, Monster 2 )
Change to Aric Stay as the Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )
Monster = Yes. May Encounter
Power Encounter = Caves Card 3: Guardian Zombie, Monster 2: Combat 23(11+6+6)
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Reveal Vampiric Backsword +3 1d10+4+3+2d6+3,
Combat 23: 1d10 + 4 + 3 + 2d6 + 3 ⇒ (4) + 4 + 3 + (2, 6) + 3 = 22 Bury Red Leathers +8 = 30. Banished
Reload Vampiric Backsword +3 Recharge(1-2): 1d2 ⇒ 2 (Crystal Ball)
Free explore = Caves Card 4: Blackjack's Gear, Item 4: Dexterity 10
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.
Dexterity 1d10+4
Dexterity 10: 1d10 + 4 ⇒ (10) + 4 = 14 Acquired
End of Turn
Red Raven.EoT Examine (Caves Card 5: Shield Guardian, Story Bane 4 )
Change to Aric Stay as the Red Raven
Kit Swap:
Into Kit ( Quick-Change Mask )
Into Hand ( Blessing of the Midnight Lord )
Monster = Yes. May Encounter
Caves Card 5: Shield Guardian, Story Bane 4: Combat 24(12+6+6)
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 12+##
Immune to Attack, Mental, and Poison.
Before acting, each local character suffers 2 Force damage.
On the check to defeat, subtract 1 for each die rolled.
each local character suffers 2 Force damage (Blessing of the Vaultmaster, ac Blackjack's Gear)
Reveal lt Serithial 1d10+4+3+1d12+4, vs Story Bane +2d6, recharge Blessing of the Midnight Lord +2d10, Number of dice -6
Combat 24: 1d10 + 4 + 3 + 1d12 + 4 + 2d6 + 2d10 - 6 ⇒ (5) + 4 + 3 + (1) + 4 + (3, 6) + (1, 7) - 6 = 28
When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead.
Swap to Aric
Recovery
Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Vampiric Backsword +3, Wayfinder, Mindblade, Shadowless Sword, Blessing of the Sages
Summary
Location = #1: Caves: (5)
Acquired = 4: Blackjack's Gear
Banished = 3: Guardian Zombie
Examined = 5: Shield Guardian
Added =
Displayed = place a marker beside the hourglass.
From Box =
Give = Ring of Regeneration to Cogsnap/勝20100
Used =
Other = Cogsnap/勝20100 suffers 2 Force damage
"
Aric Hand Size 6: lt Serithial (Weapon), Vampiric Backsword +3 (Weapon), Wayfinder (Item), Mindblade (Ally), Shadowless Sword (Weapon), Blessing of the Sages (Blessing)
Displayed: lt Third Eye
Deck: 7 Discard: 3 Buried: 4
Notes: You can use my cards if needed (including the blessings)
Kit: Shadowless Sword#2 (Weapon), Quick-Change Mask (Item), Giantbane Curve Blade +3 (Weapon)Aric Skills and Powers:Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3Powers
Hand Size 6
Proficient with: None
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard ([X] or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit
Hero Points:4The Red Raven Skills and Powers:Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4Powers
Hand Size 4 ☑ 5
Proficient with: Light Armors | Weapons
The Red Raven = At the start of your turn ([X]or when you examine a card in a location deck) ([X] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.☐ On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.Favored Card: None
"
| Cogsnap - 勝20100 |
During Aric’s turn:
Receive a ring of Regeneration.
2 force damage: Bury Steel Isis Lamellar to reduce it by 5.
Try to recharge it: Potion of Heroism adds a d6
Craft 9: 1d10 + 5 + 1d6 ⇒ (10) + 5 + (5) = 20
The armor is recharged.
| Ramexes |
Choose not to guard yet
Hour of Sands of the Hour
Free explore and encounter Gorum's Iron
Divine 4+6: 1d10 + 5 ⇒ (5) + 5 = 10 Acquired!
Discard Druid of the Flame to explore and encounter Pegg and Louie
Sadly letting this go. Banished!
Discard The Gold-Fisted to explore and encounter Gray Maiden Footsoldier
Not Urban, exchange with Troll
BA 1 Combat Damage. Draw Mantle of Faith to reduce to 0
Reveal Commander's Falchion. Flame On: Reveal Blessing of Pharasma. Vulnerable to Fire. Recharge Gorum's Iron
Combat 8+12: 1d8 + 3 + 1d10 + 2 + 1d8 + 4 + 1d8 ⇒ (5) + 3 + (8) + 2 + (2) + 4 + (3) = 27
Reveal and Recharge Commander's Falchion. Flame On: Reveal Blessing of Pharasma. Vulnerable to Fire.
Combat 10+12: 1d8 + 3 + 1d10 + 2 + 1d10 + 4 + 1d8 + 4 ⇒ (2) + 3 + (1) + 2 + (7) + 4 + (8) + 4 = 31 Banished! Read the Entrails: Examine Staff of Greater Healing and Locked Door
Discard Blessing of Pharasma to explore and encounter Staff of Greater Healing
Discard Cogsnap's Blessing of Norgorber
Divine 14: 1d10 + 5 + 2d10 ⇒ (6) + 5 + (1, 1) = 13 Damn! Banished! I have no rerolls in stock.
Display Mantle of Faith
Ramexes evades the "friendly" spirits leaves a Troll guard in flaming ashes. He thinks he can get his hands on a powerful staff of healing but Norgorber says no.
Hand: Embiggen, Giant Form, Scrying, Mantle of Life, Clockwork Librarian, Our Lord in Iron,
Displayed: Mantle of Faith,
Deck: 6 Discard: 8 Buried: 4
Current Location: Dungeons
Hero Points: 0
Product Reroll: Used
NOTES:
Available Support: Blessing AvailableBury discarded Druid of the Flame or Wayfarer to add a die to a check to defeat a Story Bane
Embiggen (local) if you are going to do a number of checks
Giant Form: To make your Strength and Con big
Middle of Deck (Unknown Order): Sklar-quah Thundercaller, Commander's Falchion (aq), Ruby of Charisma
Recharged: Restorative Touch, Gorum's Iron, Commander's Falchion,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +2
Divine: Charisma +1
Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discards to explore your location (☑ or to evade a bane you encounter) (☑ or to add 1 die to any check to defeat a story bane).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location
Cogsnap: Fruitlessly discards Blessing of Norgorber
| BR Nathan Davis |
During This Adventure: During this Adventure:
At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-3 non-Veteran banes and you may remove any Level 0-3 non-Veteran boons.
[u]SCENARIO HARROW SUIT:[/u] Crowns
Adventure Path Powers:
- Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.
- Recharge a card to add 1d6 to your non-combat check against a story bane.
During This Scenario: During This Scenario: Treat the story bane Shield Guardian as if the check to defeat also lists "OR Arcane Craft 15+#."
When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead.
Shield Guardian Markers: 1
Wildcards
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards. In his madness, Bathus made off with your supplies as well.
Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than devils and a golem are rushing to meet you.
Additional Rules: Story Banes
Danger: Akaruzug
Villain: Shield Guardian
Henchmen (Closing): Accuser Devils-Proxy A
Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 27
Immune to Mental and Poison. Vulnerable to Bludgeoning. Before acting, each local character suffers the scourge Drained. If defeated, rally a supporter of level 5 or below.
Story Bane
Type: Monster
Traits: Construct Golem Veteran
To Defeat: Combat 12+##
Immune to Attack, Mental, and Poison. Before acting, each local character suffers 2 Force damage. On the check to defeat, subtract 1 for each die rolled.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Scenario Level (#): 6
Turn: 12, Cogsnap/勝20100
Monsters
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.
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
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
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.
Barriers
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
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
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.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Weapons
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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
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.
Spells
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
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 6
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 13
Freely display. While displayed:
* On combat checks, add 2d6 and the Acid trait.
* At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.
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.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
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 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 6
Traits:
Alchemical
Attack
Bludgeoning
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.
DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.
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 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
Allies
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
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
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:
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
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
Blessings
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:
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: 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:
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: 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.
Hour Power: On your check, you may recharge a card to replace all d4s with d8s.
Current Hour:
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.
Hours Remaining: 16
Hourglass
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
The Unicorn
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.
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.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Iomedae's Justice
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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
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.
Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/勝20100, Aric/Matsu_Kurisu, None
None
Story Bane 4
Type: Monster
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 12+##
Immune to Attack, Mental, and Poison.
Before acting, each local character suffers 2 Force damage.
On the check to defeat, subtract 1 for each die rolled.
Location #4: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/NathanDavis, 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.
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
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
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
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.
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.
Location #6: 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: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
| Cogsnap - 勝20100 |
Hour Power: On your check, you may recharge a card to replace all d4s with d8s.
Reveal Aric’s Ring of Regeneration: random discard card: 1d5 ⇒ 1 The publican is recharged.
Give back the ring to Aric.
Explore and encounter Shield Guardian.
None
Story Bane 4
Type: Monster
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 12+##
Immune to Attack, Mental, and Poison.
Before acting, each local character suffers 2 Force damage.
On the check to defeat, subtract 1 for each die rolled.
Per scenario also has OR Arcane Craft 15+# to defeat.
BA: Discard Clockwork Librarian, Blessing of Norgorber.
Also affects Aric
Put Alkali Flask in Recovery instead of Golem Blight.
Reduce check difficulty vs Golem: 2d4 ⇒ (2, 4) = 6
Power adds a d6 vs Contruct, Use other power and recharge Javelin of Lightning to add another d6, Potion of Heroism adds a d6. Use AP power and recharge Golem Blight to add another d6 (non combat vs story bane). Remove 1 by dice rolled (bane power)
Craft 15+#−6=15: 1d10 + 5 + 4d6 - 5 ⇒ (9) + 5 + (1, 2, 2, 1) - 5 = 15
Success. Villain evades due to scenario rules.
I believe I cannot use Cogsnap power to draw an alchemical item as the monster is evaded instead of being defeated.
End turn
Potion of Heroism goes into recovery.
Potion of Heroism recovery, craft 11: 1d10 + 5 ⇒ (4) + 5 = 9
Alkali Flask recovery, craft 13: 1d10 + 5 ⇒ (7) + 5 = 12
Use power so they are discarded.
Draw 6 cards
Hand: Ambrosia, Silver War Paint, Corrosion, Blast Stone (Core), Clockwork Butterfly, blue war paint, Potion of Focus
Displayed: Wyvern Poison,
Deck: 5 Discard: 8 Buried: 3
Current Location: Dungeons
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5D vs Grey Maiden Guard
Middle of Deck (Unknown Order): 0
Recharged: Bottled Lightning (Core), Steel Ibis Lamellar, The Publican, Javelin of Lightning, Golem Blight,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.
| Aric - Matsu Kurisu |
Turn order: Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100,
Out of Turn Updates
Cogsnap's Shield Guardian:
Before acting, each local character suffers 2 Force damage. (Power Recharge(Mindblade), discard Shadowless Sword)
Receive Ring of Regeneration from Cogsnap
Blessing = 1 Aric/Matsu_Kurisu: Our Lord In Iron
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
Start of Turn
At: #1: Caves
Change to Aric Change to Red Raven
Kit Swap:
Into Kit ( Vampiric Backsword +3 )
Into Hand ( Quick-Change Mask)
Ring of Regeneration(1-4): 1d4 ⇒ 1 (Sorrowsoul)
Give: Ring of Regeneration to Cogsnap/勝20100
Move: #4: Dungeons
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
lt Third Eye.EoM Examine = Caves Card 3: Guardian Zombie, Monster 2 - Not Magic
Red Raven.EoM Examine = (1: Locked Door, Barrier 1 )
Change to Aric Stay as the Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )
Monster = No May not Encounter
Power Encounter = No
Free explore = Dungeons Card 1: Locked Door, Barrier 1: Disable 12(6+6)
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.
Recharge Quick-Change Mask(Stealth) 1d10+4+2, Cogsnap recivery Corrosion +1d10
Disable 12: 1d10 + 4 + 2 + 1d10 ⇒ (9) + 4 + 2 + (1) = 16 Banished
Locked Door.Explore = Dungeons Card 2: Ghost, Monster 1: Combat 23(11+6+6)
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.
Reveal Vampiric Backsword +3 1d10+4+3+2d6+3, Hour: Reveal(lt Serithial, Vampiric Backsword +3 ) +2, discard Blessing of the Sages +1d10
Combat 24: 1d10 + 4 + 3 + 2d6 + 3 + 2 + 1d10 ⇒ (4) + 4 + 3 + (3, 1) + 3 + 2 + (3) = 23 Use Paizo Reroll
Combat 24: 4 + 4 + 3 + 3 + 1d6 + 3 + 2 + 3 ⇒ 4 + 4 + 3 + 3 + (4) + 3 + 2 + 3 = 26 Success. Banished
Reload Vampiric Backsword +3 , recharge(1-4): 1d4 ⇒ 4 (Blessing of the Sages)
End of Turn
Red Raven.EoT Examine (Dungeons Card 3: Ambush, Barrier 1 )
Change to Aric Stay as the Red Raven
Kit Swap:
Into Kit ( Wayfinder)
Into Hand ( Shadowless Sword#2 )
Monster = No. May Not Encounter
Trigger: When examined, encounter this barrier; on the check to defeat, add 1d4.
Perception 14(8+6)
Perception 1d8+2+2, examined +1d4, reveal Shadowless Sword#2 +1d8, lt Third Eye +1d10
Perception 14: 1d8 + 2 + 2 + 1d4 + 1d8 + 1d10 ⇒ (1) + 2 + 2 + (2) + (8) + (8) = 23 Banished
Recovery
Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Vampiric Backsword +3, Gambeson, Heister, Dragon Emissary
Summary
Location = #4: Dungeons (4-6)
Acquired =
Banished = 1: Locked Door, 2: Ghost, 3: Ambush
Examined =
Added =
Displayed =
From Box =
Give = Ring of Regeneration to Cogsnap/勝20100
Used = Cogsnap recivery Corrosion, Paizo reroll
Other =
"
Aric Hand Size 6: lt Serithial (Weapon), Vampiric Backsword +3 (Weapon), Shadowless Sword#2 (Weapon), Gambeson (Armor), Heister (Ally), Dragon Emissary (Ally)
Displayed: lt Third Eye
Deck: 8 Discard: 3 Buried: 4
Notes: You can use my cards if needed (including the blessings)
Kit: Wayfinder (Item), Vampiric Backsword +3 (Weapon), Giantbane Curve Blade +3 (Weapon)Aric Skills and Powers:Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3Powers
Hand Size 6
Proficient with: None
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard ([X] or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit
Hero Points:4The Red Raven Skills and Powers:Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4Powers
Hand Size 4 ☑ 5
Proficient with: Light Armors | Weapons
The Red Raven = At the start of your turn ([X]or when you examine a card in a location deck) ([X] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.☐ On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.Favored Card: None
"
| Ramexes |
Hour of The Unicorn
Give card to Aric: Our Lord in Iron
Banish Scrying to Recovery to call out Monster and examine Dungeons:
Banudor (Weapon 5)
Henchman Proxy A2-Accuser Devil
Cave Bear
Arrange 231
Display Mantle of Life
Move to Caves
End Turn
Ramexes attempts to recover all cards in their Recovery pile.
Scrying: Divine 15: 1d10 + 5 ⇒ (3) + 5 = 8 -> Scrying discarded.
Ramexes resets their hand.
Hand: Commander's Falchion (aq), Embiggen, Giant Form, Ruby of Charisma, Sklar-quah Thundercaller, Clockwork Librarian,
Displayed: Mantle of Faith, Mantle of Life,
Deck: 3 Discard: 9 Buried: 4
Current Location: Caves
Hero Points: 0
Product Reroll: Used
NOTES:
Available Support: Bury discarded Druid of the Flame or Wayfarer to add a die to a check to defeat a Story BaneEmbiggen (local) if you are going to do a number of checks
Giant Form: To make your Strength and Con big
Middle of Deck (Unknown Order): 0
Recharged: Restorative Touch, Gorum's Iron, Commander's Falchion,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +2
Divine: Charisma +1
Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discards to explore your location (☑ or to evade a bane you encounter) (☑ or to add 1 die to any check to defeat a story bane).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location
Aric recieves Our Lord in Iron
Local Embiggen or Giant Form support ready for Cogsnap
| BR Nathan Davis |
During This Adventure: During this Adventure:
At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-3 non-Veteran banes and you may remove any Level 0-3 non-Veteran boons.
[u]SCENARIO HARROW SUIT:[/u] Crowns
Adventure Path Powers:
- Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.
- Recharge a card to add 1d6 to your non-combat check against a story bane.
During This Scenario: During This Scenario: Treat the story bane Shield Guardian as if the check to defeat also lists "OR Arcane Craft 15+#."
When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead.
Shield Guardian Markers: 2
Wildcards
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards. In his madness, Bathus made off with your supplies as well.
Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than devils and a golem are rushing to meet you.
Additional Rules: Story Banes
Danger: Akaruzug
Villain: Shield Guardian
Henchmen (Closing): Accuser Devils-Proxy A
Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 27
Immune to Mental and Poison. Vulnerable to Bludgeoning. Before acting, each local character suffers the scourge Drained. If defeated, rally a supporter of level 5 or below.
Story Bane
Type: Monster
Traits: Construct Golem Veteran
To Defeat: Combat 12+##
Immune to Attack, Mental, and Poison. Before acting, each local character suffers 2 Force damage. On the check to defeat, subtract 1 for each die rolled.
Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.
Scenario Level (#): 6
Turn: 15, Cogsnap/勝20100
Monsters
CotCT
Monster 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
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 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
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.
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 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit
2. Cultist
3. Rescue
4. Thug
For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Weapons
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
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 6
Traits:
Fire
Magic
Melee
Ranged
Spear
To Acquire:
Strength
Melee
Ranged
Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
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 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or 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 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.
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.
Armors
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
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 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
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.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
Allies
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
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
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
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
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Blessings
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.
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
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: 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 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.
Hour Power: On your check, the first item or ally played is played freely.
Current Hour:
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.
Hours Remaining: 13
Hourglass
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Iomedae's Justice
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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
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.
Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/勝20100, Ramexes/NathanDavis, None
None
Story Bane 4
Type: Monster
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 12+##
Immune to Attack, Mental, and Poison.
Before acting, each local character suffers 2 Force damage.
On the check to defeat, subtract 1 for each die rolled.
Location #4: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/Matsu_Kurisu, None
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.
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
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Location #6: 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: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.