[PACG] Outpost IV - Wandering Way: Martii Ossium by BR Mhuirich (Inactive)

Game Master Mhuirich

A one-shot Wandering Way scenario for Outpost IV.

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Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

Correction for BR: Radovan is at the Lair, not the Ravine. He moved to the Ravine at the start of his turn, but just so he could set up moving back to the Lair when he played Appleslayer (which requires moving). I should have highlighted that.

Therefore, when Kess took damage from Baykok at the start of Radovan's turn, no cards were discarded from Lair (occupied by both Radovan and Siwar) but 1 card should have been discarded from Ravine (unoccupied).

It is the hour of Old Deadeye
Hour Power: On your check, if you are at a Wild location, add 1d4.

Kess examines and rearranges top 3 cards using Ambusher: put Wyvern on top, then Baykok, then Accursed Priest.

Give card: Swipe to Siwar

Move: Swamp
Location Power: When you fail a check to defeat a monster, suffer the scourge Wounded.

Free exploration

Siege Deck Card 13 is Wyvern:

CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

BYA Fort 8, Belt, hour power: 1d8 + 2 + 1d4 + 1d4 ⇒ (8) + 2 + (4) + (3) = 17
Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
Combat 18, Belt, hour, reveal sai: 1d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 3 ⇒ (6) + 6 + (3) + 2 + (1, 3) + (1) + 3 = 25
Radovan Power: draw Random monster 1 - Mammoth (3) - display on Norge.

Discard Keren Rhinn to move to Lair, then explore

Location Power: The difficulty to defeat story banes is increased by 2.

Siege Deck Card 7 is Baykok:

CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

Radovan, Norge: 1d4+1 (+Fire)
Ask Siwar to discard The Healing Light
Combat 21, Belt, hour, reveal sai: 2d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 1 ⇒ (3, 3) + 6 + (4) + 2 + (3, 1) + (4) + 1 = 27
The Healing Light: heal 1 card from Radovan - Keren Rhinn is the only card in discards
Radovan Power: draw Random Monster 2 - Manticore (3) and display on Quang

Recharge (because Wild location) Old Deadeye to explore

Siege Deck Card 5 is Accursed Priest:

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.

Radovan, Norge: 1d4+1 (+Fire)
Ask Siwar to discard Blessing of Abadar 1
Combat 11+5+5=21, Belt, hour, reveal sai: 2d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 1 ⇒ (1, 1) + 6 + (4) + 2 + (4, 4) + (1) + 1 = 24
AA: no local characters have any blessings in hand, so nothing to bury.
Radovan Power: random monster 3 is Orc Rager (2) - display on Quang

Discard Snick to explore
Shuffled Siege Deck: 1d17 ⇒ 4

Siege Deck Card 4 is Evoker:

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.

What kind of Evoker?: 1d6 ⇒ 6 A Poison evoker - Radovan's favorite kind!
BA Radovan 1, Siwar 2: 1d2 ⇒ 2
Siwar takes 1 Poison dmg. I don't think she has any way to reduce it, in which case banish the top card of Lair and Ravine (Trail is already closed).
Radovan Power: Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form - Random Monster is Gargoyle (4) - display on Quang.
Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card - Random Monster is Emperor Cobra (3) - display on Fell Viridio.
Fell Viridio: banish Emperor Cobra to +2d6+ its adventure deck number (3)
Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
Combat 10+5+5=20, Belt, hour, reveal sai: 1d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 3 + 2d6 + 3 ⇒ (1) + 6 + (4) + 2 + (3, 3) + (2) + 3 + (1, 3) + 3 = 31
Radovan Power: when defeat a monster, draw and display a monster. BR, we are out of random monsters. I'll display whatever monster is drawn on Quang.

[ooc]End turn

Reset Hand

Turn Summary:
* Gave Swipe to Siwar
* Siege deck is still shuffled. Cards 1, 2, 4, 5, 7, 12, and 13 have all been banished.
* Siwar discarded The Healing Light and Blessing of Abadar 1.
* Then Siwar took 1 Poison dmg. If she isn't able to reduce it then in addition to the dmg, the top card of Lair and Ravine are both discarded.
* Radovan is at the Lair
* Radovan needs to display (on Quang) one additional random monster

Radovan wrote:

Hand: Adamantine Sai +2, Wayfinder (Core), Belt of Physical Might, Appleslayer, The Savored Sting, The Uprising,

Displayed: Mammoth (Norge 3), Ember Ghoul (Norge 5), Moon Maiden Armor, Emperor Scorpion (Fell 4), Manticore (Quang 3), Orc Rager (Quang 2), Gargoyle (Quang 4), Random Monster TBD (Quang),
Deck: 9 Discard: 1 Buried: 1
Current Location: Lair
Hero Points: 1
Paizo merch reroll: Available
NOTES:
Available Support: Blessings and other cards are available unless stated otherwise.

The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.

The Savored Sting: recharge to bless a local check; recharge to let any character avenge [Radovan will do this if anyone needs avenging]
Movement: If location closes, move to: with the rest of the group, or if splitting up, to X

Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.

If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Joke, Rodrick, Cleric of Nethys, Sable Company Leathers, The Winged Serpent, Alaeron, Keren Rhinn, Zae
Recharged: Old Deadeye,
Discard Pile: Snick,
Buried Pile: Chimera (Quang 3),

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
Diplomacy: Cha +2
Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
  • When a monster encountered by a character at your location is undefeated ([X] or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • During This Adventure:

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.

    If the last location closes, you lose.

    Additional Rules:
    Story Banes
    Danger: Scenario Deck Card 1
    Villain: None
    Henchman (Non-Closing): Scenario Deck Card 2—Proxy A

    Scenario Level (#): 5

    Turn: 15, Siwar/Iceman91

    Random Cards:

    Monsters
    Spoiler:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

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

    Spoiler:
    Emperor Scorpion
    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.

    Spoiler:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Spoiler:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Barriers
    Spoiler:
    Curse of the Worm
    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.

    Spoiler:
    Locked Door
    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.

    Spoiler:
    Eternal Glyphs
    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.

    Spoiler:
    Labyrinth
    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.

    Spoiler:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

    Weapons
    Spoiler:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Spoiler:
    Returning Totem Spear
    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.

    Spoiler:
    Blackjack's Daggers
    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.

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

    Spoiler:
    Dragonbane Greatsword
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Giant Form
    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.


    Spoiler:
    Safe Haven
    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.


    Spoiler:
    Mistform
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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


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

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


    Spoiler:
    Divine Fortune
    CotCT
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 11
    Display. While displayed:
    * On local checks, add 1d6.
    * At the start of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.


    Armors
    Spoiler:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    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, you may recharge to add your Acrobatics modifier.

    Spoiler:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    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, you may recharge to add your Survival.

    Spoiler:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

    Spoiler:
    Lion's Helm
    Core
    Armor 3
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 10
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.

    Items
    Spoiler:
    Marked Cards
    CotCT
    Item 3
    Traits:
    Magic
    Tool
    To Acquire:
    Intelligence
    Craft
    Disable 10
    Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
    Discard to examine the bottom 3 cards of any location and return them in any order.

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

    Spoiler:
    Ring of Immolation
    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.

    Spoiler:
    Dust of Revealing
    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.

    Spoiler:
    Wand of Restorative Touch
    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
    Spoiler:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Spoiler:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

    Spoiler:
    Nightspear
    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    Healing
    To Acquire:
    WisdomSurvival 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.

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

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


    Spoiler:
    Andachi
    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.

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

    Spoiler:
    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.

    Spoiler:
    The Bear
    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.

    Spoiler:
    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.

    Spoiler:
    The All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Hour Power: No effect.

    Current Hour:

    Orison:
    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.

    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 1 Talitha/MauveAvenger
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 2 Kess/wkover:
    Spoiler:
    Hourglass Card 2 Kess/wkover
    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.
    Hourglass Card 3 Radovan/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 Radovan/AbrahamZ.
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 4 Siwar/Iceman91:
    Spoiler:
    Hourglass Card 4 Siwar/Iceman91
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Hourglass Card 5 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 5 Talitha/MauveAvenger
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 6 Kess/wkover:
    Spoiler:
    Hourglass Card 6 Kess/wkover
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 7 Radovan/AbrahamZ.:
    Spoiler:
    Hourglass Card 7 Radovan/AbrahamZ.
    The Cyclone
    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.
    Hourglass Card 8 Siwar/Iceman91:
    Spoiler:
    Hourglass Card 8 Siwar/Iceman91
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 9 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 9 Talitha/MauveAvenger
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 10 Kess/wkover:
    Spoiler:
    Hourglass Card 10 Kess/wkover
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 11 Radovan/AbrahamZ.:
    Spoiler:
    Hourglass Card 11 Radovan/AbrahamZ.
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    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.
    Hourglass Card 12 Siwar/Iceman91:
    Spoiler:
    Hourglass Card 12 Siwar/Iceman91
    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.
    Hourglass Card 13 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 13 Talitha/MauveAvenger
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 14 Kess/wkover:
    Spoiler:
    Hourglass Card 14 Kess/wkover
    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.
    Hourglass Card 15 Radovan/AbrahamZ.:
    Spoiler:
    Hourglass Card 15 Radovan/AbrahamZ.
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Scenario Deck Card 1:

    Ancient Skeleton
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, either recharge a Divine card or suffer 1 Combat damage.
    Scenario Deck Card 2:

    Danse Macabre
    CotCT
    Story Bane 5
    Type: Barrier
    Traits:
    Skirmish
    Undead
    To Defeat:
    Combat 28
    OR Dexterity
    Acrobatics
    Wisdom 11
    Immune to Cold, Mental, and Poison.
    Resistant to Attack.
    Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
    If undefeated, suffer the scourges Drained and Exhausted.
    Siege Deck
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
    Siege Deck Card 1:

    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
    Siege Deck Card 2:

    Mithrodar the Chained
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 26
    OR Divine 13
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
    If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
    Siege Deck Card 3:

    Henchman Proxy A4
    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.
    Siege Deck Card 4:

    Knurlott
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
    When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
    Siege Deck Card 5:

    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Siege Deck Card 6:

    Red Mantis Ambush
    CotCT
    Barrier 4
    Traits:
    Red Mantis
    Skirmish
    To Defeat:
    None 0
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
    Siege Deck Card 7:

    Dispelling Mist
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 12
    OR Arcane
    Divine 15
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    * At the start and end of your turn, recharge a random Magic boon.
    * When this location is closed, banish this barrier.
    Siege Deck Card 8:

    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Siege Deck Card 9:

    Soul Mistress
    CotCT
    Monster 5
    Traits:
    Hag
    Outsider
    To Defeat:
    Combat 21
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.
    Siege Deck Card 10:

    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Kess/wkover, None

    Campsite Card 1:
    Verminbane Warhammer
    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.
    Campsite Card 2:
    Jasan Adriel
    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.

    Location #2: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Radovan/AbrahamZ., Siwar/Iceman91, None
    Lair Card 1:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
    Lair Card 2:
    Wyrmsmite
    Core
    Weapon 3
    Traits:
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
    When a local character suffers damage, recharge to reduce it by 4.
    Lair Card 3:
    Keen Spiked Chain
    CotCT
    Weapon 5
    Traits:
    2-Handed
    Chain
    Finesse
    Magic
    Melee
    Piercing
    To Acquire:
    Strength
    Acrobatics
    Melee 15
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Lair Card 4:
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.

    Location #3: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Ravine Card 1:
    Blue War Paint
    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.

    Location #5: Swamp
    Aquatic
    Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Talitha/MauveAvenger, None
    Swamp Card 1:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Swamp Card 2:
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Swamp Card 3:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

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


    Deck Handler

    Off-turn: Mindscape cast, blessings played, damage taken (discarded Yap)
    Radovan gets Shining Child from random monster pile

    Siwar's turn

    Hour of the Orison

    Free explore of Siege #1: Warband

    Spoiler:
    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.

    Summon Cave Bear

    Spoiler:
    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.

    Cast Cloudburst, which allows me to ignore the BA, reveal Tome
    Combat 21: 1d12 + 5 + 3d6 + 1d4 ⇒ (8) + 5 + (1, 5, 6) + (4) = 29 Success!

    Radovan can evade the bear or roll both 21s, either way, the barrier is defeated.

    End turn.
    Recharge Cloudburst, revealing the Tome: Arcane 13: 1d12 + 5 + 1d4 ⇒ (1) + 5 + (4) = 10 Failure

    Siwar wrote:

    Hand: Swipe, Ice and Fire, Dehydrating Touch, Binder's Tome, Grogul, Chronicler, Blessing of Nethys,

    Displayed: Create Mindscape,
    Deck: 12 Discard: 4 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Binder's Tome (reveal for d4 to local Cha and Combat checks that are not mental-immune), Swipe (-3 dfficulty to any combat check) and Blessing are available
    Other: As needed, will reload or recharge Chronicler, Dehydrating Touch, then Binder's Tome for bardsong (d4 +1)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Valet, Blessing of the Gods, Scrying, Old Salt, Blessing of Abadar 2, Blessing of Qi Zhong, Poisoned Bullets, Codex of Conversations, Wayfarer, Silver Flute
    Recharged: Ghost Whip, Major Cure,
    Discard Pile: Blessing of Abadar 1, The Healing Light, Yap the Pixie, Cloudburst,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d4 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +1
    Diplomacy: Cha +3
    Divine: Cha +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    □ Weapon, Arcane, Divine, Instrument
    POWERS:
    On a check by (☑ you or) another local character, you may recharge a card to add 1d4 (☑ +1)(□+2). If the recharged card is an ally, you may reload it instead.
    When you attempt a check to defeat a Skirmish or Task barrier, you may use Diplomacy in place of the listed skill. (□ Local characters gain this power.)
    ☑ If there is another local character, you may evade a bane; a random other local character encounters it instead.
    □ When you play a blessing on another character’s check, and they succeed, you may recharge the blessing instead of discarding it.
    □ When you play a blessing on another character’s check, and they succeed, you may recharge the blessing instead of discarding it.
    □ When another character at your location would encounter a boon, you may encounter it instead. If you acquire the boon, discard the top card of your deck; otherwise, bury the top card of your deck.


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Turn Order: Kess, Radovan, Siwar, Talitha
    Out of Turn Updates: N/a

    Turn: Turn 16 - Gozreh's Growth

    Gozreh's Growth:
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Hour Power: On your check against an Animal or Elemental card, add 1d4.

    SOT: N/a

    Move: Stay at Swamp

    Explore: Mithrodar the Chained

    Mithrodar the Chained:
    Mithrodar the Chained
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 26
    OR Divine 13
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
    If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.

    Create Mindscape displayed.

    Charisma 6: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (2) = 9

    For combat, reveal Gallivance and bury Anubis Staff to do Melee+1d6+1+Arcane. Bury Blessing of Asmodeus to bless check, then draw a card - Cleric of Nethys.

    Combat 26: 2d8 + 4 + 1d6 + 1 + 1d10 + 4 ⇒ (3, 8) + 4 + (5) + 1 + (1) + 4 = 26

    Check was blessed and has the Magic trait so defeated.

    End Turn: Reset Hand.

    Recovery: N/a

    [u]Summary[/u]:
    Move: Swamp
    Acquired: N/a
    Banished: Siege Deck Card 2: Mithrodar the Chained
    Examined: N/a
    Random Card(s): N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Talitha wrote:

    Hand: Gallivance, Strength, Belt of Teeth, Cleric of Nethys, Blessing of Maat, Magus Arcana,

    Displayed:
    Deck: 6 Discard: 3 Buried: 6
    Current Location: Swamp
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings (Any available)
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Dark Flame, Blessing of the Seventh Veil
    Recharged: Reed Snake Armor, Blessing of Abraxas, Blessing of Angradd, Staff of Heaven and Earth,
    Discard Pile: Volcanic Storm, Arcana Theft, Fire Gecko,
    Buried Pile: Blessing of Qi Zhong, Anathemic Volume, Blessing of the Lord in Iron, Cure, Anubis Staff, Blessing of Asmodeus,

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☑ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
    ☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
    ☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
    ☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)
    At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing. (Tyrant of the Harrow Reward)


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

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

    Stay at Campsite, encounter Proxy A: Danse Macabre: Recharge Dryad Sandals to evade Danse and move it to bottom of the Campsite. (I think this is legal.)

    The haunting tune starts anew, but Kess concentrates to block out the maddening din.

    EOT heal from campsite: Achaekek.

    Kess wrote:

    Hand: Dryad Sandals, Amulet of Mighty Fists, Blessing of Abadar, Blessing of Achaekek, Vampire Squid, Blessing of Gozreh,

    Displayed:
    Deck: 6 Discard: 5 Buried: 2
    Hero Points: 1

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([X] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: y

    Danse Macabre (card 3) recharged into Campsite.


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Retcon, as above isn't correct.

    Per siege rules, cards not defeated are shuffled into the siege deck.

    Card 3 (Danse) was shuffled into siege deck, not recharged into Campsite.


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Must do Dexterity/Acrobatics check or suffer Acid damage. Radovan discards The Uprising to bless.

    Dexterity 10: 2d6 ⇒ (2, 3) = 5 Recharge the buried Blessing of Qi Zhong to reroll.

    Dexterity 10 w/ Power Reroll: 2d6 ⇒ (4, 4) = 8 Recharge Cleric of Nethys to add 2 -> 10

    Pass check!


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Off turn: Radovan displays Shining Child (5) on Quang at the end of his previous turn. On Siwar's turn: evade Cave Bear from Warband.

    It is the hour of The Wind and the Waves
    Hour Power: At the start of the turn, any character may recharge a card to move.

    Lair Location Power: The difficulty to defeat story banes is increased by 2.

    Free exploration, siege deck is shuffled and cards 1 & 2 are banished
    Siege Deck: 1d8 + 2 ⇒ (4) + 2 = 6

    Siege Deck Card 6 is Red Mantis Ambush:

    CotCT
    Barrier 4
    Traits:
    Red Mantis
    Skirmish
    To Defeat:
    None 0
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    BA who summons and encounters Red Mantis Assassin? 1 Kess, 2 Siwar, 3 Talitha: 1d3 ⇒ 2
    Siwar evades the Assassin to Radovan, who also evades it.
    The assassins are perhaps not used to being out-stealthed!

    BA who summons and encounters Ashwing Gargoyle? 1 Kess, 2 Siwar, 3 Talitha: 1d3 ⇒ 1
    Kess has to summon and encounter an Ashwing Gargoyle

    As pointed out in Discord, the choice of who summons the Ashwing Gargoyle is NOT random. Therefore, choose Siwar, who evades it to Radovan, who evades it.
    What a stealthy bunch we are!

    Radovan summons and encounters the story bane Red Mantis Assassin.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. I don't think the location power applies to this check, since this is not a check to *defeat* the story bane?
    Siwar reveals Binder's Tome (Perception is a Cha skill for Radovan thanks to Quang)
    Bury Orc Rager from Quang
    BA Perception 4+5=9: 1d8 + 3 + 1d4 + 1d6 + 2 ⇒ (3) + 3 + (2) + (4) + 2 = 14

    Reveal Sai, Belt (freely reveal), and Siwar's Binder's Tome
    Radovan, Fell Viridio: 1d4+2 (+Poison)
    Fell Viridio: banish Emperor Scorpion to +2d6+4
    RMA Combat 10+5+5+2=22: 1d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 2 + 2d6 + 4 ⇒ (1) + 6 + (2) + 2 + (2, 4) + (3) + 2 + (1, 2) + 4 = 29

    Radovan Power: draw Random Monster 2: Cave Bear (1) - display on Fell Viridio

    Red Mantis Ambush (Siege Deck 6) is banished

    Discard Appleslayer to Move to Swamp, examine top of location, then may explore
    Siege Deck, can't be 6: 1d8 + 2 ⇒ (2) + 2 = 4

    Swamp Location Power: When you fail a check to defeat a monster, suffer the scourge Wounded.

    Siege Deck Card 4 is Knurlott:

    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
    When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    BYA, both Radovan and Talitha must succeed on a Dex/Acro 10 check
    Radovan discards The Uprising to bless Talitha's check (not sure if this also blesses Radovan's BYA check? "On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.")
    Acro 10, belt: 1d8 + 6 + 1d4 ⇒ (8) + 6 + (4) = 18 If the blessing also applies to Radovan's check? Blessed?: 1d8 ⇒ 6

    Both Combat checks vs Knurlott are blessed by Uprising

    Reveal Sai, Belt (freely reveal)
    Radovan, Norge: 1d4+1 (+Fire)
    Combat 14: 2d8 + 6 + 1d4 + 2 + 1d4 + 1d4 + 1 ⇒ (7, 8) + 6 + (3) + 2 + (4) + (3) + 1 = 34

    Reveal Sai, Belt (freely reveal)
    Radovan, Norge: 1d4+1 (+Fire)
    Combat 18: 2d8 + 6 + 1d4 + 2 + 1d4 + 1d4 + 1 ⇒ (1, 6) + 6 + (1) + 2 + (2) + (4) + 1 = 23

    Radovan Power: draw random monster 3 - Emperor Scorpion (4) - display on Quang

    Recharge Wayfinder to move to Lair and examine top 2 cards.

    Lair Location Power: The difficulty to defeat story banes is increased by 2.

    Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (2) + 2 = 4
    Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (4) + 2 = 6
    Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (4) + 2 = 6
    Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (6) + 2 = 8

    Siege Deck Card 8 is 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.

    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    Radovan Power: reduce Poison dmg to 0
    Radovan Power: Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form. Draw Random Monster 4 - Chimera (3) - display on Quang
    Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. Random Monster 5 is Red Mantis Initiate (2) - display on Fell.

    Shuffle Catoblepas into location; then continue with examine from Wayfinder

    Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (4) + 2 = 6
    Siege Deck, can't be 4 or 6: 1d8 + 2 ⇒ (7) + 2 = 9

    Siege Deck Card 9 is Soul Mistress:

    CotCT
    Monster 5
    Traits:
    Hag
    Outsider
    To Defeat:
    Combat 21
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.

    Discard Savored Sting to explore

    Reveal Sai, Belt (freely reveal), and Siwar's Binder's Tome
    Radovan, Fell Viridio: 1d4+2 (+Poison)
    Fell Viridio: banish Red Mantis Initiate to +2d6+2
    RMA Combat 21: 1d8 + 6 + 1d4 + 2 + 2d4 + 1d4 + 2 + 2d6 + 2 ⇒ (2) + 6 + (1) + 2 + (2, 3) + (2) + 2 + (1, 4) + 2 = 27

    Radovan Power - need another random monster to display - will display on Quang.

    End turn

    Reset Hand

    Display Sable Company Leathers

    Turn Summary:
    * Radovan is at the Lair
    * Radovan still needs to display (on Quang) on more random monster
    * Siege deck has been shuffled; cards 1, 2, 4, 6, and 9 are all gone

    Radovan wrote:

    Hand: Adamantine Sai +2, Belt of Physical Might, Cleric of Nethys, Keren Rhinn, Rodrick,

    Displayed: Mammoth (Norge 3), Ember Ghoul (Norge 5), Moon Maiden Armor, Cave Bear (Fell 1), Manticore (Quang 3), Emperor Scorpion (Quang 4), Gargoyle (Quang 4), Shing Child (Quang 5), Chimera (Quang 3) 2, Random Monster TBD (Quang), Sable Company Leathers,
    Deck: 6 Discard: 4 Buried: 2
    Current Location: Lair
    Hero Points: 1
    Paizo merch reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available unless stated otherwise.

    Movement: If location closes, move to: with the rest of the group, or if splitting up, to X

    Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.

    If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Alaeron, Zae, The Winged Serpent, The Joke
    Recharged: Old Deadeye, Wayfinder (Core),
    Discard Pile: Snick, Appleslayer, The Uprising, The Savored Sting,
    Buried Pile: Chimera (Quang 3), Orc Rager (Quang 2),

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☑ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
  • When a monster encountered by a character at your location is undefeated ([X] or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Deck Handler

    Off-turn: no activity

    Siwar's turn
    .

    Hour of The Big Sky
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.

    Give Grogul back to Radovan

    Free explore of Siege #3,5,7,8,10: 1d5 ⇒ 4: Catoblepas

    Spoiler:
    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.

    Cast Dehydrating Touch, reveal Tome, recharge Swipe for bardsong
    Combat 20: 1d12 + 5 + 2d6 + 1d4 + 1d4 + 1 ⇒ (7) + 5 + (6, 2) + (3) + (3) + 1 = 27 Success!

    Discard Chronicler to explore Siege #3,5,7,10: 1d4 ⇒ 3: Dispelling Mist

    Spoiler:
    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.

    Reveal Tome, recharge Ice and Fire for bardsong
    Divine 15: 1d12 + 5 + 1d4 + 1d4 + 1 ⇒ (12) + 5 + (1) + (4) + 1 = 23 Success!

    End turn
    Recharge Dehydrating Touch, revealing Tome: Arcane 11: 1d12 + 5 + 1d4 ⇒ (12) + 5 + (4) = 21 Success

    Siwar wrote:

    Hand: Codex of Conversations, Binder's Tome, Poisoned Bullets, Silver Flute, Valet, Blessing of the Gods, Blessing of Nethys,

    Displayed: Create Mindscape,
    Deck: 10 Discard: 5 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Binder's Tome (reveal for d4 to local Cha and Combat checks that are not mental-immune), Silver Flute (d4 to all checks for one turn) and Blessings are available
    Other: As needed, will reload or recharge Bullets, Codex, Valet, then Binder's Tome for bardsong (d4 +1)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar 2, Blessing of Qi Zhong, Scrying, Wayfarer, Old Salt
    Recharged: Ghost Whip, Major Cure, Ice and Fire, Swipe, Dehydrating Touch,
    Discard Pile: Blessing of Abadar 1, The Healing Light, Yap the Pixie, Cloudburst, Chronicler,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d4 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +1
    Diplomacy: Cha +3
    Divine: Cha +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    □ Weapon, Arcane, Divine, Instrument
    POWERS:
    On a check by (☑ you or) another local character, you may recharge a card to add 1d4 (☑ +1)(□+2). If the recharged card is an ally, you may reload it instead.
    When you attempt a check to defeat a Skirmish or Task barrier, you may use Diplomacy in place of the listed skill. (□ Local characters gain this power.)
    ☑ If there is another local character, you may evade a bane; a random other local character encounters it instead.
    □ When you play a blessing on another character’s check, and they succeed, you may recharge the blessing instead of discarding it.
    □ When you play a blessing on another character’s check, and they succeed, you may recharge the blessing instead of discarding it.
    □ When another character at your location would encounter a boon, you may encounter it instead. If you acquire the boon, discard the top card of your deck; otherwise, bury the top card of your deck.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Siwar's turn: receive Grogul


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Turn Order: Kess, Radovan, Siwar, Talitha
    Out of Turn Updates: N/a

    Turn: Turn 20 - Orison

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

    Hour Power: No effect

    SOT: N/a

    Move: Stay at Swamp

    Top Card (Siege #3,5,10): 1d3 ⇒ 1

    Explore: Henchman Proxy A4

    Danse Macabre:
    Danse Macabre
    CotCT
    Story Bane 5
    Type: Barrier
    Traits:
    Skirmish
    Undead
    To Defeat:
    Combat 28
    OR Dexterity
    Acrobatics
    Wisdom 11
    Immune to Cold, Mental, and Poison.
    Resistant to Attack.
    Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
    If undefeated, suffer the scourges Drained and Exhausted.

    Hand Belt of Teeth to Siwar. Then will wait for card from Kess before burying a random card.

    EVERYONE must hand a card to the character on the left (the one right before them in turn order) then either summon a Wraith or bury a random card.


    Deck Handler

    Hand Silver Flute to Radovan.

    Summon Wraith. Evade to Radovan.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    card to Kess: 1d6 ⇒ 4 Keren Rhinn

    Evade wraiths


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Out of turn: Danse disturbance.

    Which card grabbed by Talitha?: 1d6 ⇒ 4 - Blessing of Achaekek

    Talitha sweeps by Kess and borrows her divine inspiration.

    Asking Siwar for Blessing of Nethys.

    Combat 23 w/ blessing, recharged sandals (for power), amulet: 1d10 + 1d12 + 7 + 1d10 + 1d4 + 4 + 1d4 ⇒ (2) + (3) + 7 + (6) + (3) + 4 + (2) = 27 - defeated

    Heal a card with squid (Rager), then recharge squid. Then heal another card with post-combat power: Topaz.

    Kess wrote:

    Hand: Amulet of Mighty Fists, Blessing of Abadar, Blessing of Gozreh,

    Displayed:
    Deck: 10 Discard: 3 Buried: 2
    Hero Points: 1

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([X] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: y


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Forgot to add Keren to hand.

    Kess wrote:

    Hand: Amulet of Mighty Fists, Blessing of Abadar, Blessing of Gozreh, Keren Rhinn,

    Displayed:
    Deck: 10 Discard: 3 Buried: 2
    Hero Points: 1

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([X] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: y


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Continuing turn. Bury a random card instead of encountering Wraith. Bury Strength. Now must encounter Danse Macabre

    Danse Macabre:
    Danse Macabre
    CotCT
    Story Bane 5
    Type: Barrier
    Traits:
    Skirmish
    Undead
    To Defeat:
    Combat 28
    OR Dexterity
    Acrobatics
    Wisdom 11
    Immune to Cold, Mental, and Poison.
    Resistant to Attack.
    Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
    If undefeated, suffer the scourges Drained and Exhausted.

    Reveal Gallivance and bury Blessing of Maat to do Melee+1d6+1+Arcane. Bury Blessing of Achaekek to bless check (and draw Staff of Dark Flame). Reload Magus Arcana to add Intelligence die.

    Combat 28: 2d8 + 4 + 1d6 + 1 + 1d10 + 4 + 1d6 ⇒ (8, 1) + 4 + (5) + 1 + (3) + 4 + (4) = 30

    Defeated!

    End Turn: Reset Hand.

    Recovery: N/a

    [u]Summary[/u]:
    Move: Swamp
    Acquired: N/a
    Banished: Siege Deck Card 3: Henchman Proxy A4 aka Danse Macabre
    Examined: N/a
    Random Card(s): N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Talitha wrote:

    Hand: Gallivance, Staff of Dark Flame, Reed Snake Armor, Blessing of the Seventh Veil, Blessing of Abraxas, Magus Arcana,

    Displayed:
    Deck: 4 Discard: 3 Buried: 8
    Current Location: Swamp
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings (Any available)
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of Angradd, Staff of Heaven and Earth, Blessing of Qi Zhong, Cleric of Nethys,
    Discard Pile: Volcanic Storm, Arcana Theft, Fire Gecko,
    Buried Pile: Anathemic Volume, Blessing of the Lord in Iron, Cure, Anubis Staff, Blessing of Asmodeus, Strength, Blessing of Maat, Blessing of Achaekek,

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☑ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
    ☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
    ☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
    ☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)
    At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing. (Tyrant of the Harrow Reward)


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Hour: Zon-kuthon's Pain. After discarding any number of cards as damage, draw a card.

    No armor in hand, and most monsters have a BYA/AYA damage effect. So I think it's best to skip exploring. EOT: Heal war paint from Campsite effect.

    Discarding Gozreh and Amulet, and drawing up.

    Kess wrote:

    Hand: Blackjack's Rapier, Blessing of Abadar, Bearskin Armor, Keren Rhinn, Mammoth Hide Armor, Snapping Flytrap,

    Displayed:
    Deck: 7 Discard: 4 Buried: 2
    Hero Points: 1

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([X] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: y

    Display Bearskin Armor at the start of Radovan's turn so that it can't be Danse-i-fied.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    It is the hour of The Cyclone
    Hour Power: The difficulty of your non-combat check against a bane is increased by 3.

    Reveal Grogul to recharge Snick from discards
    Location Power: The difficulty to defeat story banes is increased by 2.

    Give card: Silver Flute to Siwar

    Free exploration
    Shuffled Siege Deck 5, 10: 1d2 ⇒ 2

    Siege Deck Card 10 is Ash Giant:

    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Siwar reveals Binder's Tome
    Radovan, Norge: 1d4+1 (+Fire)
    Norge: banish Mammoth to +1d8+#
    Combat 22, sai, belt: 1d8 + 6 + 1d4 + 2 + 1d4 + 1d4 + 1d4 + 1 + 1d8 + 5 ⇒ (7) + 6 + (4) + 2 + (2) + (1) + (4) + 1 + (4) + 5 = 36
    Radovan displays Random Monster TBD on Norge

    Discard Rodrick to draw the Uprising from Discards

    Ask Siwar to display Silver Flute

    Discard Grogul to explore

    Siege Deck Card 5 is Ogre:

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

    BA: Radovan and Siwar each take 1 Combat dmg. Radovan draws Moon Maiden Armor from Displayed to reduce by 2 to 0. Unless Siwar has a way to reduce the dmg, she takes 1 combat dmg and 1 card is discarded from the Lair and any unoccupied locations (I think only Ravine?)
    Radovan displays another Random Monster TBD from his power on Norge

    Siwar reveals Binder's Tome (does it stack with Silver Flute?)
    Radovan, Norge, Fell: 1d4+3 (+Fire&Poison)
    Norge: banish Ember Ghoul to +1d8+#
    Combat 12+5+5=22, sai, belt: 1d8 + 6 + 1d4 + 2 + 1d4 + 1d4 + 1d4 + 3 + 1d8 + 5 ⇒ (7) + 6 + (1) + 2 + (2) + (4) + (3) + 3 + (8) + 5 = 41

    We win!


    Deck Handler

    No remaining damage reduction, so the BA kills another couple cards.


     
     
     
     
     
    Development

    Battered, bruised, and bent, but not broken, describes you, your weapons, your comrades, and your spirits. The music of steel on steel dies away, and a heavy silence falls over the valley as you spin around, expecting yet another dance partner, but finding none. You have won, but the cost has been great. As dawn breaks over the mountains, no one has energy left to celebrate the victory; survival is enough for now.

    Reward

    Each character gets a new boon of any type.

    Acquired Cards

    The Healing Light (Blessing 3)

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