[PACS] [Outpost IV] BR Gimry's Year of Reborn Strife (Inactive)

Game Master Gimry

7-3A: The Eye's Below | Hands/Loot
Turn Order:
1. Zvarbel/wkover
2. Heggal/Grimsnik
3. Agna/Gimry


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Deck Handler

Pharasma's Knowing: When this is the hour: On your check against an Undead card, add 1d6.

random card: 1d5 + 5 ⇒ (5) + 5 = 10

Trail Card 10: Attic Whisperer:

Core Monster 1
Traits: Mental Undead
To Defeat: Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Scenario: When you suffer damage, first recharge an ally or a blessing.
Location: The difficulty of checks to defeat is increased by the number of distant characters.

Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.

wisdom 4 revealing an animal for my power, aided by hour: 1d10 + 1d4 + 1d6 + 1 ⇒ (5) + (1) + (3) + 1 = 10

combat 13 casting Holy Light (Core), revealing an animal for my power, aided by hour: 1d10 + 2d12 + 1d4 + 1d6 + 4 ⇒ (9) + (3, 1) + (3) + (5) + 4 = 25

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Holy Light (Core): Divine 10: 1d10 + 1d4 + 4 ⇒ (4) + (3) + 4 = 11 -> Holy Light (Core) recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Glorious Warhammer, Crowbar, Porcupine (Core), Blessing of Milani, Cure, Balmberry, Sonic Blast,

Displayed:
Deck: 6 Discard: 6 Buried: 1
"Current Location: Trail
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.

Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Enchant Weapon, Fireblade, Crow (Core), Blessing of Gorum, Magic Leather Armor (Core), Holy Light (Core),
Discard Pile: The Carnival, Blessing of the Gods 1, Light Crossbow, Iomedae's Justice, Mastiff, Divine Insight,
Buried Pile: Sacred Candle (Core),
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Trail card 10 banished.

Each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Whisperer BYA check. Wis 4: 2d6 + 1d4 ⇒ (3, 6) + (4) = 13 - pass, not Dazed.

Hour: Prayer (Turn 18).

Give Ring of Protection to Maznar. Stay @ Trail and explore.

The trail passes by a blackened mausoleum owned by a local family.

A disturbing noise emanates from within.

Which card encountered?: 1d5 + 4 ⇒ (2) + 4 = 6 - Henchman A (Zombie Minion)

Zombie Minion:
Zombie Minions
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.

Combat 9 w/ Gallivance, Mz: 1d10 + 1 + 1d6 + 1 + 1d4 ⇒ (9) + 1 + (5) + 1 + (1) = 17 - success

Combat 12 (11+1) w/ Gallivance, Mz, reloaded cohort: 1d10 + 1 + 1d6 + 1 + 1d4 + 1d8 ⇒ (4) + 1 + (6) + 1 + (1) + (8) = 21 - henchman defeated

The living dead are overcome by animals, human allies, dwarven insults, and blessed steel.

Discard Fire Snake (favored card type) to close Trail.

Zvarbel wrote:

Hand: Gallivance, Blessing of Sivanah, Dagger, Magus Arcana, Erastil's Eye,

Displayed: Chain Mail,
Deck: 6 Discard: 5 Buried: 4
Hero Points: 1

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

Ring given to Maznar. Heggal owes BYA from Maznar's turn (bonus d6 from hour). Trail is closed.

We discussed having 3 characters move to Manor (to defeat villain) and one character move to Ossuary (to guard). Not sure who is going where.


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).

Setup: After preparing story banes, shuffle a closing henchman story bane Zombie Minions - Proxy B into each location.

During This Scenario: When you suffer damage, first recharge an ally or a blessing.
When you corner and defeat a villain, display it.
You win only when both villain proxies are displayed.

Danger: Zombie Brute
Villain: Zombie Brutes - Proxy V1, Proxy V2
Henchmen (Closing): Zombie Minions - Proxy A

Scenario's Harrow Suit: Books (The Idiot)
Scenario's #: 1

Additional Rules:

Scourges
Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Story Banes:

Zombie Brute (Villain, Danger) - Villain Proxy V1, Villain Proxy V2

Spoiler:
Zombie Brute
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 12 OR Fortitude Melee 5 None Combat 12+##
Immune to Mental and Poison.
Before acting, a local character suffers 1d4-1 Combat damage.
If undefeated, each local character buries a card from their discards.
Scenario: When you suffer damage, first recharge an ally or a blessing.

Zombie Minions (Closing Henchman) - Henchman Proxy A, Henchman Proxy B

Spoiler:
Zombie Minions
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Scenario: When you suffer damage, first recharge an ally or a blessing.

Acquired Cards:

Armor of Insults (Armor 1)
Crowbar (Item 0)
Dagger (Weapon 0)
Enchant Weapon (Spell 0)
Erastil's Eye (Blessing 1)
Guide (Ally 0)
Incitation (Blessing 0)
Iomedae's Justice (Blessing 1)
Light Crossbow (Weapon 0)
Mace (Weapon 0)
Sacred Candle (Item 1)
Spiked Breastplate (Armor 0)
Troubador (Ally 0)

Weapon 000
Spell 0
Armor 10
Item 10
Ally 00
Blessing 110

Random Monsters:

Monster 1
Spoiler:
Demonling
Core Monster 1
Traits: Demon Outsider
To Defeat: Combat 8 OR Arcane Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.

Monster 2

Spoiler:
Dire Badger
Core Monster 1
Traits: Animal
To Defeat: Combat 11 OR Perception Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

Monster 3

Spoiler:
Ratling
CotCT Monster 1
Traits: Aberration
To Defeat: Combat 9 Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.

Monster 4

Spoiler:
Swamp Ooze
Core Monster 1
Traits: Acid Ooze
To Defeat: Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.

Monster 5

Spoiler:
Dire Boar
Core Monster 1
Traits: Animal
To Defeat: Combat 10 THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

Random Barriers:

Barrier 1
Spoiler:
Razor Snare
Core Barrier 1
Traits: Trap
To Defeat: Dexterity Acrobatics Disable Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

Barrier 2

Spoiler:
Acid-spraying Skull
CotCT Barrier 1
Traits: Acid Trap
To Defeat: Dexterity Acrobatics Disable Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

Barrier 3

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.

Barrier 4

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

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Longsword
Core Weapon 0
Traits: Melee Sword
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

Weapon 2

Spoiler:
Shortsword
Core Weapon 0
Traits: Finesse Melee Piercing Sword
To Acquire: Strength Stealth Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

Weapon 3

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

Weapon 4

Spoiler:
Earthbreaker
CotCT Weapon 1
Traits: 2-Handed Bludgeoning Hammer Melee
To Acquire: Strength Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; 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, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 5

Spoiler:
Warhammer
Core Weapon 0
Traits: Hammer Melee
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

Random Spells:

Spell 1
Spoiler:
Force Missile
Core Spell 0
Traits: Arcane Attack Force Magic
To Acquire: Intelligence Arcane 4
For your combat check, banish to use Arcane + 2d4.
On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Spell 2

Spoiler:
Good Omen
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.

Spell 3

Spoiler:
Holy Light
Core Spell 1
Traits: Divine Magic
To Acquire: Wisdom Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

Spell 4

Spoiler:
Infernal Healing
CotCT Spell 0
Traits: Arcane Divine Healing Magic
To Acquire: Intelligence Wisdom Arcane Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.

Spell 5

Spoiler:
Immolate
CotCT Spell 0
Traits: Arcane Attack Divine Fire Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Random Armor:

Armor 1
Spoiler:
Magic Chain Mail
CotCT Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Armor 2

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

Armor 3

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

Armor 4

Spoiler:
Hide Armor
Core Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

Armor 5

Spoiler:
Magic Spiked Breastplate
CotCT Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

Random Items:

Item 1
Spoiler:
Spiked Gauntlet
CotCT Item 0
Traits: Accessory Piercing
To Acquire: Strength Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

Item 2

Spoiler:
Codex
Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.

Item 3

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

Item 4

Spoiler:
Helpful Haversack
CotCT Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

Item 5

Spoiler:
Spellbook
CotCT Item 0
Traits: Book Magic
To Acquire: Intelligence Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.

Random Allies:

Ally 1
Spoiler:
Merchant
CotCT Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

Ally 2

Spoiler:
Card Caster
CotCT Ally 0
Traits: Human Magus Harrow
To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

Ally 3

Spoiler:
Acadamae Student
CotCT Ally 0
Traits: Human Wizard
To Acquire: Intelligence Arcane 3 OR Charisma Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.

Ally 4

Spoiler:
Pig
CotCT Ally 0
Traits: Animal
To Acquire: Wisdom Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.

Ally 5

Spoiler:
Acolyte
Core Ally 0
Traits: Cleric Human
To Acquire: Charisma Diplomacy Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

Random Blessings:

Blessing 1
Spoiler:
The Desert
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: When you move during your move step, bury a card.
To Acquire: Constitution Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.

Blessing 2

Spoiler:
The Dance
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire: Dexterity Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.

Blessing 3

Spoiler:
Benefaction
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Diplomacy Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.

Blessing 4

Spoiler:
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.

Blessing 5

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

Turn 19 Heggal/Grimsnik
Hour Power: Your Survival check is blessed.

Hour: The Owl:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Cards Remaining in Hourglass: 11

Hourglass:

Turn 20 Agna/Gimry

Spoiler:
The Marriage
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire: Charisma Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

Turn 21 Maznar/Bigguyinblack

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

Turn 22 Zvarbel/wkover

Spoiler:
Shelyn's Song
Core Blessing 1
Traits: Deity: Shelyn Divine Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire: Charisma Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.

Turn 23 Heggal/Grimsnik

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

Turn 24 Agna/Gimry

Spoiler:
Benefaction
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Diplomacy Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.

Turn 25 Maznar/Bigguyinblack

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.

Turn 26 Zvarbel/wkover

Spoiler:
The Peacock
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire: Dexterity Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.

Turn 27 Heggal/Grimsnik

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

Turn 28 Agna/Gimry

Spoiler:
The Rakshasa
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire: Intelligence Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.

Turn 29 Maznar/Bigguyinblack

Spoiler:
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.

Turn 30 Zvarbel/wkover

Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.

Trail
Closed
Located/Displayed Here: Agna/Gimry, Heggal/Grimsnik, Maznar/Bigguyinblack, Zvarbel/wkover

Manor
Traits: Urban
At This Location (Open): At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Manor Card 1 (Villain Proxy V2):
Villain Proxy V2
Core Villain 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy V2 definition.
Scenario: When you suffer damage, first recharge an ally or a blessing.
Scenario: When you corner and defeat a villain, display it.

Ossuary
Traits: Sacred Urban
At This Location (Open): On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Ossuary Card 1 (Heavy Crossbow):
Heavy Crossbow
Core Weapon 0
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 2:
Villain Proxy V1
Core Villain 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy V1 definition.
Scenario: When you suffer damage, first recharge an ally or a blessing.
Scenario: When you corner and defeat a villain, display it.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 3:
Wolf Pack
Core Monster 0
Traits: Animal
To Defeat: Combat 11 OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Scenario: When you suffer damage, first recharge an ally or a blessing.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 4:
Dire Rat
CotCT Monster 0
Traits: Animal
To Defeat: Combat 9 OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Scenario: When you suffer damage, first recharge an ally or a blessing.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 5:
Lightning Touch
Core Spell 0
Traits: Arcane Attack Electricity Magic
To Acquire: Intelligence Arcane 4
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Ossuary Card 6:
Henchman Proxy B6
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Scenario: When you suffer damage, first recharge an ally or a blessing.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 7:
Strangler
CotCT Monster 1
Traits: Aberration
To Defeat: Combat 10 Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 8:
Burning Tar
Core Barrier 0
Traits: Fire Obstacle Veteran
To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Scenario: When you suffer damage, first recharge an ally or a blessing.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 9:
Luckstone
Core Item 0
Traits: Magic Object
To Acquire: Wisdom Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 10:
Scythe
CotCT Weapon 0
Traits: 2-Handed Melee Scythe Slashing
To Acquire: Strength Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 11:
Magic Hide Armor
CotCT Armor 1
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Survival 7
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 modifier.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.


Deckhandler

OOT-Wisdom 4: 1d8 + 3 + 1d4 + 1d4 ⇒ (6) + 3 + (3) + (2) = 14 Reveal Troubadour and Maznar reveals Porcupine.

Hourglass: The Owl
When this is the hour: Your Survival check is blessed.

Pausing for discussion


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Per Discord, after Trail closing, Zvarbel moves to the Ossuary and everyone else moves to the Manor.

Heggal is going to encounter the villain, so will go ahead and post guarding combat vs. Ancient Skeleton. Before acting, recharge Erastil's Eye.

Combat 13 (11+2) w/ Gallivance (burying dagger): 1d10 + 1 + 1d6 + 1 + 1d8 + 3 ⇒ (2) + 1 + (5) + 1 + (5) + 3 = 17 - success

Zvarbel wrote:

Hand: Gallivance, Blessing of Sivanah, Magus Arcana,

Displayed: Chain Mail,
Deck: 7 Discard: 5 Buried: 5
Hero Points: 1

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

Ossuary has been guarded.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

OFF-TURN ACTIONS:
Wisdom 4: 1d8 + 1d4 + 1d6 ⇒ (6) + (3) + (2) = 11

Roll Details:

Wisdom - 1d8
Maznar's Aid - 1d4
Hour Power - 1d6

Just in case it matters. Not dazed


Deckhandler

Maznar or Agna takes the BYA damage

Melee 5: 1d8 + 2 + 1d4 + 1d4 ⇒ (1) + 2 + (1) + (3) = 7 Reveal Troubadour and Maznar reveals Porcupine

Combat 12+1+1: 2d8 + 3 + 2d4 + 1d4 + 1d4 ⇒ (6, 4) + 3 + (4, 2) + (3) + (1) = 23 Play Life Drain, Reveal Troubadour, recharge Blessing of the Spellbound. Maznar reveals Porcupine
Heggel is healed for 1: (Blessing of Gorum). Deck shuffled.

WPC- Draw Blessing of Gorum

"Heggel ends His turn.

Heggel attempts to recover all cards in His Recovery pile.
Life Drain: Divine #11: 1d8 + 2 + 1d4 + 1d4 ⇒ (4) + 2 + (4) + (1) = 11 -> Life Drain recharged.

Heggel resets His hand."

Heggel wrote:

Hand: Blessing of Gorum, Mace, Blessing of the Spellbound, Glorious Warhammer, Troubadour,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: used; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Holy Light, Surgeon, Cure, Tussah Silk Coat, Magical Child, Binder's Tome, Magic Half-Plate, Chronicler
Recharged: Life Drain,
Discard Pile: Retainer, Fire Snake, Bestiary of Garund, Incitation, Blessing of the Gods,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.

Maznar or Agna takes 1d4-1 damage
Everyone moves to Ossuary


Deck Handler

BYA dmg: 1d4 - 1 ⇒ (4) - 1 = 3

Recharge Blessing of Milani, Recharge Ring of Protection to prevent 3 damage.

cure targeting self: 1d4 + 1 ⇒ (3) + 1 = 4

Maznar attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d10 + 1d4 + 4 ⇒ (8) + (4) + 4 = 16 -> Cure recharged.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

"========================
Agna starts her turn.
Hour: The Marriage
Hour Power:At the start of your turn, summon and encounter an ally.
Location: Ossuary
Location Power:On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Scenario Powers:
When you suffer damage, first recharge an ally or a blessing.
When you corner and defeat a villain, display it.
You win only when both villain proxies are displayed.
"

Hour allows me to encounter an ally

Merchant:

CotCT Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

Charisma 7: 1d6 + 1d4 ⇒ (3) + (1) = 4

Roll Details:

Charisma - 1d6
Maznar's Aid - 1d4

Heavy Crossbow:

Core Weapon 0
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.

Dexterity 7: 1d8 + 1d4 ⇒ (1) + (1) = 2

Roll Details:

Dexterity - 1d8
Maznar's Aid - 1d4

Recharge Squeeker to explore again

Zombie Brute (Villain Proxy V1):

Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 12 OR Fortitude Melee 5 None Combat 12+##
Immune to Mental and Poison.
Before acting, a local character suffers 1d4-1 Combat damage.
If undefeated, each local character buries a card from their discards.
Scenario: When you suffer damage, first recharge an ally or a blessing.

Melee 5: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7

Roll Details:

Melee - 1d10+3
Maznar's Aid - 1d4

Combat 14(12+2): 1d10 + 3 + 1d8 + 1d6 + 1d4 + 1d4 + 1d4 ⇒ (8) + 3 + (6) + (4) + (4) + (1) + (1) = 27

Roll Details:

Combat(Melee) - 1d10+3
Warhammer - 1d8
Offhand Specialist - 1d6
Maznar's Aid - 1d4
Double Blessed - 1d4+1d4

Use Heggals Gorum to add 2d4

Someone takes 1d4-1 damage, not me :)

As we enter the Ossuary, a merchant shows up trying to pawn off a real crummy crossbow. I quickly dismiss the black market trader. We have no time for his useless wares.

"Come Squeeker, tell me what you see up ahead!" Squeeker head off down the hall, but before she gets too far, she comes squeeking back to me with one of the undead brutes in tow.

As Squeeker cowers behind the group, I weather the awful stench of the creature before finally taking it down.

"Let's get this cleaned up and get outta here."

We Win


Development

The barn falls quiet. Mubb’s companions thank you for your help as they assist you in freeing him from the wreckage. The three explain that they work in the Warren tending the simple wooden coffins used to hold the district’s poorer residents after death. Less than a week prior, several recently-deceased residents rose spontaneously from their wooden tombs; the three commoners brought the undead to this barn, hoping to conceal them. When more rose days later, they went to Gerik, hoping they could sell their problem to him.

Gerik corroborates their story, adding that he hoped to bind the undead to the amulet. When asked about Horus’ malfunctioning amulets, Gerik is surprised, denying any involvement in the sabotage. “If neither my nor Horus’s enchantments are working, we have a real problem on our hands,” Gerik opines. “I hate to say so, but this is more than just some faulty amulets.”

Whatever the cause, you’d better get to the bottom of this quickly. After all, with two attacks happening before your own eyes, there’s no telling how many other rampaging zombies are out there in the streets.

Reward

Each character gets 1 XP and 1 Hero Point.

Loot: spell Enervation, blessing The Lost.

For the rest of the Adventure Path, after you rebuild your deck, you may banish a card from it to choose a card from the vault whose level is #-2 (minimum 0). Adventure Card Society players choose the card from their deck box instead.

Boon
Roll 1d20 on the Discussion thread. A natural 20 wins the following boon:
☐ ☐ ☐ What Resistance? When you encounter a monster that is resistant to a trait, check a box that precedes this reward to treat it as vulnerable to that trait instead.

Acquired Cards

Armor of Insults (Armor 1)
Crowbar (Item 0)
Dagger (Weapon 0)
Enchant Weapon (Spell 0)
Erastil's Eye (Blessing 1)
Guide (Ally 0)
Incitation (Blessing 0)
Iomedae's Justice (Blessing 1)
Light Crossbow (Weapon 0)
Mace (Weapon 0)
Sacred Candle (Item 1)
Spiked Breastplate (Armor 0)
Troubador (Ally 0)

Weapon 000
Spell 0
Armor 10
Item 10
Ally 00
Blessing 110


7-2A: Mortuary Mischief

The worries of the necromancer Gerik Mubb echo in your mind on your walk back to the main thoroughfare of the Warren: whatever force is overriding the protections built into the undead-controlling amulets and spontaneously raising undead is likely a great deal more powerful than anticipated. With so many questions and so few answers, a search of the source of the recently dispatched undead is in order.

As you head toward the mortuary Gerik directed you to, the pale glow of the moon above casts shadows across the streets, and the soft scent of food stalls and spice hawkers gives way to the crisp night air. Distant cries occasionally punctuate the otherwise silent night. It is difficult to determine if these are cries of revelry from a tavern or portents of something more sinister. Perhaps unsurprisingly, the small ramshackle mortuary building, ensconced at a ground level corner of the Warren stacks, is dark and shuttered for the night.

Wiping some of the dust off of a side window, you can make out wooden coffins with lids violently thrown open, scratch marks furrowed into the wood on the inside. As your eyes adjust to the darkness inside the building, you notice slow and halting movement in the rear of the main room. There’s no doubt about it: more zombies have risen from their caskets. Checking your gear, tightening your belts and scabbards, and curling your fingers around already tested weaponry, you move around to the front to return the shambling undead to their caskets when you hear a shout from behind.

“Look what we have here. This must be the little mole snuffling about and sticking its nose where it oughtn’t be. Boss says you should leave town, and we’re gonna make sure you do just that.”

The threat is delivered by a short yet very stocky shirtless man with a tattoo of a monkey along the side of his face. A menagerie of similarly tough-looking humanoids flank him on either side, callused hands clutching makeshift blunt weapons in a display of violent intent. With no way back to the street but through the ruffians, you release your grip on your weapon and ready your fists. It’s going to be a brawl.


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).

Setup: When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl - Proxy B into each location.

During This Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Villain: None
Henchmen (Closing): Thugs - Proxy A
Brawl - Proxy B

Scenario's Harrow Suit: Hammers (The Uprising)
Scenario's #: 2

Scourges:

Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Undead Story Bane Roster:

Roll 1d6 and encounter the story bane listed below.

1 - Ancient Skeleton

Spoiler:
Ancient Skeleton
Story Bane
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.

2 - Wight

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

3 - Zombie Minions

Spoiler:
Zombie Minions
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.

4 - Mummy

Spoiler:
Mummy
Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.

5 - Vampire

Spoiler:
Vampire
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

6 - Wraith

Spoiler:
Wraith
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Story Banes:

Thug (Closing Henchman, Proxy A)

Spoiler:
Thug
Story Bane
Type: Monster
Traits: Fighter Human Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check.
If you fail the check, suffer 1d4 Combat damage.

Brawl (Closing Henchman, Proxy B)

Spoiler:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

Laboratory
Traits: Urban
At This Location (Open): When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Ossuary
Traits: Sacred Urban
At This Location (Open): On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Graveyard
Traits: Sacred Urban
At This Location (Open): Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Blood Pool
Traits: Urban
At This Location (Open): After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None

Slaughterhouse
Traits: Urban Wild
At This Location (Open): When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Start at Maznar's location. Per TT reward, draw an extra card and recharge rapier. Taking Enervation loot.

Zvarbel wrote:

Hand: Blessing of Sivanah, Call Weapon, Chain Mail, Pyrotechnic Blast, Prophesize, Magus Arcana,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

At the start of the first turn, I'll cast Call Weapon to grab Gallivance.


Deck Handler

Trading out Blessing of Pharasma for The Carnival loot. Trading out Blessing of the Gods 2 for Balmberry loot. Starting at Blood Pool.

Maznar wrote:

Hand: Holy Light (Core), Blessing of Gorum, Crow (Core), Magic Leather Armor (Core), Porcupine (Core), Blessing of the Gods 1, Sacred Candle (Core),

Displayed:
Deck: 9 Discard: 0 Buried: 0
"Current Location: Blood Pool
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Porcupine (Core): On a local check against an Animal monster, recharge to add 1d8.

Crow (Core): On a local check to acquire, recharge to add 1d6.

Blessing of the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing of Gorum: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check.

Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Glorious Warhammer, Fireblade, Blessing of Milani, The Carnival, Mastiff, Cure, Divine Insight, Balmberry, Sonic Blast
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

Switch in Gorums Iron for a gods. Start with Maznar. He's magnificent!

"

Agna wrote:

Hand: Bastard Sword, Warhammer, Masterwork Tools, Abadar's Law, Gorum's Iron,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Blood Pool
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cruel Longsword, Droogami, Bagheera (Snow Leopard), Blessing of the Gods(2), Balmberry, Heavy Shield, Squaker (Crow), Repelling Pike +1, Squeeker (Pig), Main-Gauche, Blessing of the Gods
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top (☑ or bottom) card of your location deck.

"


Deckhandler

Starting Location: Blood Pool

Heggel wrote:

Hand: Magical Child, Life Drain, Surgeon, Blessing of the Spellbound, Retainer,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Binder's Tome, Bestiary of Garund, Tussah Silk Coat, Blessing of Gorum, Blessing of the Gods, Chronicler, Mace, Fire Snake, Cure, Magic Half-Plate, Holy Light
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.


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).

Setup: When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl - Proxy B into each location.

During This Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Villain: None
Henchmen (Closing): Thugs - Proxy A
Brawl - Proxy B

Scenario's Harrow Suit: Hammers (The Uprising)
Scenario's #: 2

Scourges:

Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Undead Story Bane Roster:

Roll 1d6 and encounter the story bane listed below.

1 - Ancient Skeleton

Spoiler:
Ancient Skeleton
Story Bane
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.

2 - Wight

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

3 - Zombie Minions

Spoiler:
Zombie Minions
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.

4 - Mummy

Spoiler:
Mummy
Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.

5 - Vampire

Spoiler:
Vampire
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

6 - Wraith

Spoiler:
Wraith
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Story Banes:

Thug (Closing Henchman, Proxy A)

Spoiler:
Thug
Story Bane
Type: Monster
Traits: Fighter Human Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check.
If you fail the check, suffer 1d4 Combat damage.

Brawl (Closing Henchman, Proxy B)

Spoiler:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

Acquired Cards:

Random Monsters:

Monster 1
Spoiler:
Azer
Core Monster 1
Traits: Elemental Fire Outsider Veteran
To Defeat: Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.

Monster 2

Spoiler:
Reefclaw
CotCT Monster 1
Traits: Aberration Aquatic
To Defeat: Combat 11
If this monster would be defeated, reroll.

Monster 3

Spoiler:
Dire Boar
Core Monster 1
Traits: Animal
To Defeat: Combat 10 THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

Monster 4

Spoiler:
Rat Swarm
Core Monster 0
Traits: Animal Swarm
To Defeat: Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.

Monster 5

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

Random Barriers:

Barrier 1
Spoiler:
Imps and House Drakes
CotCT Barrier 0
Traits: Devil Dragon Outsider Skirmish
To Defeat: Combat 10 OR Arcane Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.

Barrier 2

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

Barrier 3

Spoiler:
Wounded Wanderer
Core Barrier 1
Traits: Task
To Defeat: Wisdom Craft Divine Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

Barrier 4

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

Barrier 5

Spoiler:
Mountebank
CotCT Barrier 0
Traits: Task
To Defeat: Wisdom Diplomacy Stealth 6
If undefeated, bury the top card of your deck.

Random Weapons:

Weapon 1
Spoiler:
Kukri
CotCT Weapon 0
Traits: Finesse Knife Melee Slashing
To Acquire: Strength Acrobatics Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

Weapon 2

Spoiler:
Quarterstaff of Vaulting
Core Weapon 1
Traits: 2-Handed Bludgeoning Magic Melee Staff
To Acquire: Strength Melee 8 OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 3

Spoiler:
Returning Throwing Axe
Core Weapon 1
Traits: Axe Magic Melee Ranged Slashing
To Acquire: Strength Dexterity Melee Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

Weapon 4

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

Weapon 5

Spoiler:
Seeking Shortbow
Core Weapon 1
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Random Spells:

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

Spell 2

Spoiler:
Unearthly Aim
CotCT Spell 2
Traits: Arcane Magic
To Acquire: Intelligence Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

Spell 3

Spoiler:
Immolate
CotCT Spell 0
Traits: Arcane Attack Divine Fire Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spell 4

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

Spell 5

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

Random Armor:

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

Armor 2

Spoiler:
Spiked Half-plate
Core Armor 1
Traits: Heavy Armor
To Acquire: Constitution Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

Armor 3

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

Armor 4

Spoiler:
Spiked Breastplate
Core Armor 0
Traits: Heavy Armor
To Acquire: Constitution Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

Armor 5

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

Random Items:

Item 1
Spoiler:
Flame Staff
Core Item 0
Traits: Attack Fire Magic Staff
To Acquire: Arcane Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

Item 2

Spoiler:
Ring of Protection
Core Item 2
Traits: Accessory Magic
To Acquire: Constitution Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.

Item 3

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

Item 4

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.

Item 5

Spoiler:
Sacred Candle
Core Item 1
Traits: Magic Object
To Acquire: Wisdom Divine 10
Bury to draw the hour. You may not play this during an encounter.

Random Allies:

Ally 1
Spoiler:
Bound Imp
CotCT Ally 1
Traits: Devil Outsider
To Acquire: Intelligence Wisdom Arcane Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Ally 2

Spoiler:
Standard Bearer
Core Ally 1
Traits: Human Soldier
To Acquire: Charisma Diplomacy Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.

Ally 3

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

Ally 4

Spoiler:
Tayce Soldado
CotCT Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 9
OR Bury A Healing Card 0

If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

Ally 5

Spoiler:
Fox
Core Ally 1
Traits: Animal
To Acquire: Wisdom Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

Random Blessings:

Blessing 1
Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.

Blessing 2

Spoiler:
The Unicorn
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Blessing 3

Spoiler:
Torag's Power
Core Blessing 1
Traits: Deity: Torag Divine Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire: Strength Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.

Blessing 4

Spoiler:
The Fiend
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire: Strength Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.

Blessing 5

Spoiler:
Rovagug's Destruction
Core Blessing 2
Traits: Deity: Rovagug Divine Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire: Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None

On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.


Turn 1 Maznar/Bigguyinblack
Hour Power: On your check against an Undead card, add 1d6.

Hour: Pharasma's Knowing:
Pharasma's Knowing
Core Blessing 1
Traits: Deity: Pharasma Divine Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire: Wisdom Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

Cards Remaining in Hourglass: 29

Hourglass:

Turn 2 Zvarbel/wkover

Spoiler:
Benefaction
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Diplomacy Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.

Turn 3 Heggal/Grimsnik

Spoiler:
The Midwife
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 4 Agna/Gimry

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

Turn 5 Maznar/Bigguyinblack

Spoiler:
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.

Turn 6 Zvarbel/wkover

Spoiler:
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.

Turn 7 Heggal/Grimsnik

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

Turn 8 Agna/Gimry

Spoiler:
Erastil's Eye
Core Blessing 1
Traits: Deity: Erastil Divine Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire: Dexterity Divine Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.

Turn 9 Maznar/Bigguyinblack

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 10 Zvarbel/wkover

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.

Turn 11 Heggal/Grimsnik

Spoiler:
The Paladin
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire: Strength Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

Turn 12 Agna/Gimry

Spoiler:
Torag's Power
Core Blessing 1
Traits: Deity: Torag Divine Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire: Strength Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.

Turn 13 Maznar/Bigguyinblack

Spoiler:
The Snakebite
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire: Intelligence Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

Turn 14 Zvarbel/wkover

Spoiler:
The Queen Mother
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 15 Heggal/Grimsnik

Spoiler:
The Avalanche
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire: Dexterity Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

Turn 16 Agna/Gimry

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

Turn 17 Maznar/Bigguyinblack

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

Turn 18 Zvarbel/wkover

Spoiler:
The Mountain Man
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire: Constitution Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

Turn 19 Heggal/Grimsnik

Spoiler:
The Winged Serpent
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 20 Agna/Gimry

Spoiler:
Benefaction
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Diplomacy Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.

Turn 21 Maznar/Bigguyinblack

Spoiler:
Rovagug's Destruction
Core Blessing 2
Traits: Deity: Rovagug Divine Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire: Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None

On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

Turn 22 Zvarbel/wkover

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

Turn 23 Heggal/Grimsnik

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

Turn 24 Agna/Gimry

Spoiler:
The Wanderer
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire: Intelligence Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.

Turn 25 Maznar/Bigguyinblack

Spoiler:
The Demon's Lantern
CotCT Blessing 1
Traits: Harrow Veteran Veteran Suit: Keys
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire: Dexterity Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.

Turn 26 Zvarbel/wkover

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire: Constitution Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.

Turn 27 Heggal/Grimsnik

Spoiler:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 28 Agna/Gimry

Spoiler:
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.

Turn 29 Maznar/Bigguyinblack

Spoiler:
The Lost
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

Turn 30 Zvarbel/wkover

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

Laboratory
Traits: Urban
At This Location (Open): When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Laboratory Card 1:
Henchman Proxy B1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory Card 2:
Embiggen
CotCT Spell 2
Traits: Arcane Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Laboratory Card 3:
Iron Shackles
CotCT Item 2
Traits: Magic Object
To Acquire: Dexterity Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Laboratory Card 4:
Mercenary
Core Monster 1
Traits: Human Warrior Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory Card 5:
Liquid Courage
CotCT Item 2
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Laboratory Card 6:
Razor Snare
Core Barrier 1
Traits: Trap
To Defeat: Dexterity Acrobatics Disable Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory Card 7:
Spiked Volley
Core Barrier 1
Traits: Trap
To Defeat: Dexterity Acrobatics Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory Card 8:
Will-o'-wisp
Core Monster 2
Traits: Aberration Electricity
To Defeat: Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory Card 9:
Henchman Proxy A5
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.
Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory Card 10:
Sergeant-at-arms
CotCT Ally 2
Traits: Human Soldier
To Acquire: Charisma Diplomacy Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Laboratory Card 11:
Revitalize
Core Spell 0
Traits: Divine Magic Healing
To Acquire: WisdomDivine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Ossuary
Traits: Sacred Urban
At This Location (Open): On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Ossuary Card 1:
Death's Breath Door
CotCT Barrier 2
Traits: Lock Trap
To Defeat: Strength Dexterity Disable Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 2:
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.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 3:
Flaming Shortbow
CotCT Weapon 1
Traits: 2-Handed Bow Fire Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 4:
Phantasmal Minion
Core Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Arcane 4
Banish to give a card to another character and/or let any number of local characters give a card to another character.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Ossuary Card 5:
Boots of Friendly Terrain
Core Item 1
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 6:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 7:
Henchman Proxy B2
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 8:
Venomous Hand Crossbow
CotCT Weapon 2
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 9:
Gray Maiden Footsoldier
CotCT Monster 2
Traits: Fighter Gray Maiden Human Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 10:
Swamp Ooze
Core Monster 1
Traits: Acid Ooze
To Defeat: Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 11:
Mithral Chain Shirt
CotCT Armor 2
Traits: Light Armor
To Acquire: Constitution Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.

Graveyard
Traits: Sacred Urban
At This Location (Open): Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Graveyard Card 1:
Guard Dog
CotCT Monster 0
Traits: Animal
To Defeat: Combat 9 OR Charisma Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Graveyard Card 2:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Graveyard Card 3:
Cave Lizard
Core Monster 0
Traits: Animal
To Defeat: Combat 13 OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Graveyard Card 4:
Haughty Nobles
Core Barrier 1
Traits: Cache Task Veteran
To Defeat: Charisma Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Graveyard Card 5:
Mob of Undead
Core Barrier 1
Traits: Skirmish Undead
To Defeat: None
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Graveyard Card 6:
Henchman Proxy B3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Graveyard Card 7:
Earthbreaker
CotCT Weapon 1
Traits: 2-Handed Bludgeoning Hammer Melee
To Acquire: Strength Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; 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, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Graveyard Card 8:
Sneak
CotCT Monster 0
Traits: Human Rogue Veteran
To Defeat: Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Graveyard Card 9:
Gray Maiden Plate
CotCT Armor 2
Traits: Gray Maiden Heavy Armor
To Acquire: Constitution Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* 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 2.
* 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.
Graveyard Card 10:
Diseased Rats
CotCT Monster 2
Traits: Animal Swarm
To Defeat: Combat 13 OR Stealth Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Graveyard Card 11:
Armor of Insults
Core Armor 1
Traits: Light Armor Magic
To Acquire: Constitution Diplomacy Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.

Blood Pool
Traits: Urban
At This Location (Open): After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None

Blood Pool Card 1:
Rapier
Core Weapon 0
Traits: Finesse Melee Piercing Swashbuckling Sword
To Acquire: Strength Acrobatics Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Blood Pool Card 2:
Confusion
Core Spell 0
Traits: Arcane Divine Magic Mental
To Acquire: Intelligence Wisdom Arcane Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Blood Pool Card 3:
Brain Ooze
Core Monster 2
Traits: Mental Ooze
To Defeat: Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Location: After you discard cards as damage, bury a card from your discards.
Blood Pool Card 4:
Henchman Proxy B4
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: After you discard cards as damage, bury a card from your discards.
Blood Pool Card 5:
Codex
Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Blood Pool Card 6:
Ghoul
Core Monster 1
Traits: Ghoul Undead Veteran
To Defeat: Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Location: After you discard cards as damage, bury a card from your discards.
Blood Pool Card 7:
Frog
Core Ally 0
Traits: Animal
To Acquire: Wisdom Fortitude Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Blood Pool Card 8:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire: Wisdom Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Blood Pool Card 9:
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.
Location: After you discard cards as damage, bury a card from your discards.
Blood Pool Card 10:
Henchman Proxy A2
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.
Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: After you discard cards as damage, bury a card from your discards.
Blood Pool Card 11:
Horn of Battle Clarity
CotCT Item 0
Traits: Instrument Magic
To Acquire: Charisma Melee Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.

Slaughterhouse
Traits: Urban Wild
At This Location (Open): When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None

Slaughterhouse Card 1:
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.
Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: When you defeat a monster, discard a card.
Slaughterhouse Card 2:
Priest of Abadar
CotCT Ally 1
Traits: Cleric Halfling
To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Slaughterhouse Card 3:
Orc Rager
CotCT Monster 2
Traits: Barbarian Orc Veteran
To Defeat: Combat 10+##
Before acting, suffer 1d4 Combat damage.
Location: When you defeat a monster, discard a card.
Slaughterhouse Card 4:
Henchman Proxy B5
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Slaughterhouse Card 5:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire: Strength Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Slaughterhouse Card 6:
Starknife
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Slaughterhouse Card 7:
Giant Toad
Core Monster 1
Traits: Animal Poison
To Defeat: Combat 10 OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Location: When you defeat a monster, discard a card.
Slaughterhouse Card 8:
Deadfall Scorpion
Core Monster 2
Traits: Poison Vermin
To Defeat: Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Location: When you defeat a monster, discard a card.
Slaughterhouse Card 9:
Sage
Core Ally 0
Traits: Arcanist Human
To Acquire: Charisma Diplomacy Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Slaughterhouse Card 10:
Longbow
Core Weapon 0
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Slaughterhouse Card 11:
Shadow
CotCT Monster 1
Traits: Shadow Undead
To Defeat: Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Location: When you defeat a monster, discard a card.


Deck Handler

Hour Power: On your check against an Undead card, add 1d6.

Pass Crow (Core) to Agna.

Blood Pool Card 1: Rapier:

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

Banished. Discard Blessing of the Gods 1 as a copy of Pharasma's Knowing. Draw 2 cards: Balmberry and Cure. Recharge Balmberry and Blessing of Gorum. Explore.

Blood Pool Card 2: Confusion:

Core Spell 0
Traits: Arcane Divine Magic Mental
To Acquire: Intelligence Wisdom Arcane Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Banished. Display Magic Leather Armor (Core). End turn.

Maznar wrote:

Hand: Holy Light (Core), Sacred Candle (Core), Porcupine (Core), Glorious Warhammer, Cure, The Carnival, Mastiff,

Displayed: Magic Leather Armor (Core),
Deck: 6 Discard: 1 Buried: 0
"Current Location: Blood Pool
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

The Carnival: On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result.

Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Insight, Blessing of Milani, Sonic Blast, Fireblade
Recharged: Balmberry, Blessing of Gorum,
Discard Pile: Blessing of the Gods 1,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Blood Pool cards 1 and 2 banished.

Crow (Core) passed to Agna.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Cast Call Weapon to draw Gallivance. Arc 6 recovery: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11 - recovered

My hour: Benefaction.

Stay @ Blood Pool and encounter Brain Ooze.

Combat 12 w/ Gallivance (burying Prophesize), Mz: 1d10 + 1 + 1d6 + 1 + 1d8 + 3 + 1d4 ⇒ (1) + 1 + (1) + 1 + (7) + 3 + (3) = 17 - defeated

On the way to the mortuary, an ooze drops from a tree, latches onto Beezle's head, and begins to pulsate.

The group is able to cut it away before it does lasting damage.

Discard Blessing, encounter Henchman B: Brawl.

Brawl:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

Str 6 (4+2) w/ Mz: 1d10 + 1 + 1d4 ⇒ (7) + 1 + (1) = 9

Per scenario, # of location cards banished?: 1d4 + 1 ⇒ (1) + 1 = 2 - cards 5-6 are banished

Beezle and company engage a gang in a brief fight, after which the hoodlums scatter to the alleyways.

There's a good chance they'll be back.

Zvarbel wrote:

Hand: Sacred Candle, Gallivance, Glorious Warhammer, Pyrotechnic Blast, Magus Arcana,

Displayed: Chain Mail,
Deck: 9 Discard: 1 Buried: 1
Hero Points: 2

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

Everyone has to deal with the Brawl BYA. Brawl is then shuffled into cards 7-11 @ Blood Pool.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

Melee 6(4+2): 1d10 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12

Roll Details:

Melee - 1d10+3
Maznar's Aid - 1d4

"Too easy"


Deck Handler

strength 4 +2 vs Brawl revealing an animal for my power: 1d8 + 1d4 ⇒ (7) + (4) = 11


Deckhandler

Brawl- Melee: 1d8 + 2 + 1d4 + 1d4 ⇒ (6) + 2 + (3) + (2) = 13 Reveal Retainer, Maznar reveals Mastiff

Hourglass: The Midwife
When this is the hour: At the start of your turn, summon and encounter a monster.

Azer Combat 11+2+2: 2d8 + 3 + 2d4 + 1d4 + 1d4 ⇒ (8, 4) + 3 + (1, 3) + (2) + (4) = 25 Play Life Drain and recharge Blessing of the Spellbound. Reveal Retainer and Maznar reveals Mastiff

Explore: top card: 1d6 ⇒ 6 Blood Pool Card 11: Horn of Battle Clarity Melee 6: 1d8 + 2 + 1d4 + 1d4 ⇒ (2) + 2 + (3) + (2) = 9 Reveal Retainer and Maznar reveals Mastiff. Discard Magical Child to explore

Top card: 1d5 ⇒ 5 Thug BYA Melee 4+2: 1d8 + 2 + 1d4 + 1d4 ⇒ (3) + 2 + (4) + (4) = 13 Diplomacy 7+2: 1d10 + 2 + 1d4 + 1d4 ⇒ (8) + 2 + (3) + (3) = 16 Banish: 1d4 + 1 ⇒ (4) + 1 = 5 no other cards in location. Bury Horn of Battle Clarity and Retainer to close location. Heal Magical Child.

"Heggel ends His turn.

Heggel attempts to recover all cards in His Recovery pile.
Life Drain: Divine #: 1d8 + 2 + 1d4 + 1d4 ⇒ (5) + 2 + (4) + (3) = 14 -> Life Drain recharged.

Heggel resets His hand."

Heggel wrote:

Hand: Mace, Chronicler, Surgeon, Bestiary of Garund, Magical Child,

Displayed:
Deck: 10 Discard: 0 Buried: 2
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Magic Half-Plate, Blessing of the Spellbound, Holy Light, Tussah Silk Coat, Binder's Tome, Cure, Blessing of Gorum, Fire Snake
Recharged: Life Drain,
Discard Pile:
Buried Pile: Horn of Battle Clarity, Retainer,
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.

Blood Pool closed
Random monster #1 used.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

At end of Heggal's turn, bury Sacred Candle to grab the Midwife.

Zvarbel wrote:

Hand: The Midwife, Gallivance, Glorious Warhammer, Pyrotechnic Blast, Magus Arcana,

Displayed: Chain Mail,
Deck: 9 Discard: 1 Buried: 2
Hero Points: 2
"NOTES:
Available Support: Midwife exchanges a boon/bane for another card, and checks vs. new card are blessed."

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n


Deckhandler

Correction from Turn. AYA fire: 1d4 - 1 ⇒ (1) - 1 = 0


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

========================
Agna starts her turn.
Hour: Sands of the Hour
Hour Power:No effect.
Location: Laboratory
Location Power:When you fail a check to defeat a bane, suffer 1 Acid damage.
Scenario Powers:
When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

Move to the Lab

Brawl (Henchman Proxy B1):

Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

Melee 6(4+2): 1d10 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6

Roll Details:

Melee - 1d10+3
Maznar's Aid - 1d4

Scenario Card removal: 1d4 + 1 ⇒ (4) + 1 = 5
Yeowch!

Brawl gets shuffled in with cards 7-11

Recharge Crow to explore again
Location 7-12, 12 is Brawl: 1d6 + 6 ⇒ (4) + 6 = 10

Sergeant-at-arms:

CotCT Ally 2
Traits: Human Soldier
To Acquire: Charisma Diplomacy Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Charisma 10: 1d6 + 1d6 + 1d4 ⇒ (1) + (3) + (4) = 8

Roll Details:

Charisma - 1d6
Blessed - 1d6
Maznar's Aid - 1d4

Recharge Abadars Law to bless acquire check

End of Turn Examine

Location 7-12, 12 is Brawl (Skip 10): 1d6 + 6 ⇒ (1) + 6 = 7

Card 7 - Spiked Volley is on top

As we enter the Lab, it's immediately obvious that the mob has already been through here destroying anything they can find.

"

Agna wrote:

Hand: Bastard Sword, Warhammer, Masterwork Tools, Blessing of the Gods(2), Gorum's Iron,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Laboratory
Hero Points: 0
NOTES:
Available Support: Gorums Iron - Recharge for non-Attack combat checks
Other: Paizo reroll used for scenario 7-2A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Droogami, Main-Gauche, Squeeker (Pig), Heavy Shield, Squaker (Crow), Cruel Longsword, Repelling Pike +1, Bagheera (Snow Leopard), Balmberry, Blessing of the Gods
Recharged: Crow, Abadar's Law,
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top (☑ or bottom) card of your location deck.

"

End of Turn Summary
Everyone needs to take on a Brawl
Card 10 from the Lab is banished
Card 7 is on top of the Lab
Cards 7,8,9,11 and Brawl are still at Labs


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Brawl BYA.

Str 6 (4+2) w/ Mz: 1d10 + 1 + 1d4 ⇒ (3) + 1 + (1) = 5 - reload cohort to reroll d4

Str 6 (4+2) w/ Mz: 4 + 1d4 ⇒ 4 + (4) = 8 - pass


Deck Handler

strength 4 +2 vs Brawl revealing an animal for my power: 1d8 + 1d4 ⇒ (6) + (3) = 9

Irori's Mastery: When this is the hour: On your blessed check, you may reroll any dice showing 1.

Pass Mastiff to Agna.

Move to Graveyard.

Graveyard Card 1: Guard Dog:

CotCT Monster 0
Traits: Animal
To Defeat: Combat 9 OR Charisma Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.

random monster #2 Reefclaw:

CotCT Monster 1
Traits: Aberration Aquatic
To Defeat: Combat 11
If this monster would be defeated, reroll.

combat 11 casting Holy Light vs undead Reefclaw, reveal an animal for my power: 1d10 + 2d12 + 1d4 + 4 ⇒ (3) + (9, 9) + (1) + 4 = 26
forced reroll: 1d10 + 2d12 + 1d4 + 4 ⇒ (8) + (9, 11) + (3) + 4 = 35

Guard Dog is banished. End turn.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Holy Light (Core): Divine 10: 1d10 + 1d4 + 4 ⇒ (7) + (2) + 4 = 13 -> Holy Light (Core) recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Blessing of Milani, Sacred Candle (Core), Porcupine (Core), Glorious Warhammer, Cure, The Carnival, Sonic Blast,

Displayed: Magic Leather Armor (Core),
Deck: 5 Discard: 1 Buried: 0
"Current Location: Graveyard
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.

The Carnival: On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result.

Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fireblade, Divine Insight
Recharged: Balmberry, Blessing of Gorum, Holy Light (Core),
Discard Pile: Blessing of the Gods 1,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Graveyard card 1 banished.

Random monster #2 banished.

Agna handed Mastiff.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Hour: Incitation.

Maznar's keen eyes spot a spring-loaded device with poisoned needles. Instructions are left to meet the druid at the Graveyard, once the trap has been removed

Give Glorious Warhammer to Heggal.

I'll stick around to tackle the barrier @ the Lab, then meet up with everyone next turn. Explore revealed Spike Volley.

Asking Maznar for Carnival blessing.

Dis 9: 2d8 + 2 ⇒ (1, 1) + 2 = 4 - 1 flips to become an 8, barrier is defeated and added to hand

Aiming to neutralize the threat, Beez accidentally springs the trap and sends needles flying in all directions.

"No one's hurt. Right? Right! Let's keep moving."

Zvarbel wrote:

Hand: The Midwife, Gallivance, Magus Arcana, Pyrotechnic Blast, Murderous Intentions (B1),

Displayed: Chain Mail,
Deck: 9 Discard: 1 Buried: 2
Hero Points: 2
"NOTES:
Available Support: Midwife exchanges a boon/bane for another card, and checks vs. new card are blessed."

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

Glorious Warhammer given to Heggal. Feel free to give it back, if you like, as I was freeing up hand space. Maznar's Carnival blessing used. Cards remaining in lab: 8,9,11,Brawl (shuffled).


Deckhandler

OOT Brawl melee 6: 1d8 + 2 + 1d4 + 1d4 ⇒ (2) + 2 + (1) + (2) = 7 Reveal Magical Child and Maznar reveals Mastiff

Hourglass: Orison
When this is the hour: No effect.

SOT- Hand Glorious Warhammer back to Zvarbel

Explore: Top card 1,8,9,11: 1d4 ⇒ 4
Laboratory Card 11: Revitalize Divine 6: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8 Reveal Chronicler. Discard Magical Child to explore

Top card 1,8,9: 1d3 ⇒ 2
Laboratory Card 8: Will-o'-wisp Combat 13: 1d8 + 2 + 1d8 + 1d4 + 1d4 ⇒ (5) + 2 + (5) + (3) + (1) = 16 Reveal Bestiary of Garund, Mace and Chronicler. Discard Chronicler to explore.

Top Card 1,9: 1d2 ⇒ 1

Brawl:

Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

Melee 4+2: 1d8 + 2 + 1d4 ⇒ (7) + 2 + (4) = 13 Reveal Surgeon. Only one card left so it is banished.

Int 5+2 to close: 2d4 + 1d4 ⇒ (1, 3) + (2) = 6 Using Agna's Blessing of the Gods and Revealing Surgeon promo re-roll the 1: 1d4 + 5 ⇒ (4) + 5 = 9

WPC- draw three spells: Viper Strike, Unearthly Aim, Immolate. Choosing Immolate. Divine 5: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6 Reveal Surgeon [ooc]

Heggel wrote:

Hand: Mace, Revitalize, Blessing of the Gods, Surgeon, Immolate,

Displayed:
Deck: 9 Discard: 3 Buried: 2
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: used; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Snake, Blessing of Gorum, Cure, Magic Half-Plate, Tussah Silk Coat, Binder's Tome, Holy Light, Blessing of the Spellbound
Recharged: Life Drain,
Discard Pile: Magical Child, Bestiary of Garund, Chronicler,
Buried Pile: Horn of Battle Clarity, Retainer,
"
Skills and Powers:
SKILLS
Strength d8 [ooc]☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.

Random Spells 1-3 used
Laboratory closed
Agna's Blessing of the Gods used.
Heggal moves to the Graveyard.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

Melee 6(4+2): 1d10 + 3 ⇒ (3) + 3 = 6

Roll Details:

Melee - 1d10+3


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn Brawl.

Str 6: 1d10 + 1 ⇒ (4) + 1 = 5 - reload cohort to reroll
Str 6: 1d10 + 1 ⇒ (10) + 1 = 11 - pass Brawl BYA

Move to Graveyard after closing.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

OFF-TURN ACTIONS:
Receive Mastiff from Maznar

========================
Agna starts her turn.
Hour: Erastil's Eye
Hour Power:If you are at a Wild location, you may discard a card to explore
Location: Graveyard
Location Power: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Scenario Powers:
When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

Move to Graveyard with the crew

Thug (Henchman Proxy A3):

Story Bane
Type: Monster
Traits: Fighter Human Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check.
If you fail the check, suffer 1d4 Combat damage.

Melee 6(4+2): 1d10 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7

Roll Details:

Melee - 1d10+3
Maznar's Aid - 1d4

Melee 14(10+2+2): 1d10 + 3 + 1d10 + 1d10 + 1d4 ⇒ (8) + 3 + (2) + (3) + (1) = 17

Roll Details:

Melee - 1d10+3
Bastard Sword - 1d10
Blessed - 1d10
Maznar's Aid - 1d4

Defeated Thug. Banish cards: 1d4 + 1 ⇒ (1) + 1 = 2
Banish Cards 3 and 4

Go Ahead and recharge the Mastiff to explore again

Random Card(12 - Thug): 1d7 + 5 ⇒ (3) + 5 = 8

Sneak:

CotCT Monster 0
Traits: Human Rogue Veteran
To Defeat: Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.

Perception 9(7+2): 1d8 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12

Roll Details:

Perception - 1d8+3
Maznar's Aid - 1d4

Combat 13(9+2+2): 1d10 + 3 + 1d10 + 1d4 ⇒ (9) + 3 + (2) + (4) = 18

Roll Details:

Combat(Melee) - 1d10+3
Bastard Sword - 1d10
Maznar's Aid - 1d4

As I enter the Graveyard, one of the Thugs from town steps in my path.

"Y'all best be going back the way you came, shorty." the big man snarls.

I slowly draw out my Bastard Sword and deftly wield it in one hand.

"Who are you calling shorty?"

The thug then mumbles something as he turns tail into another part of the graveyard. As I chuckly softly to myself one of Maznar's dogs comes running over with another nasty rogue giving chase. Unlike the thug, the rogue doesn't get a chance to get away.

"

Agna wrote:

Hand: Bastard Sword, Warhammer, Masterwork Tools, Balmberry, Droogami,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Graveyard
Hero Points: 0
NOTES:
Available Support: Droogami adds 1d4 to local combat
Have a Balmberry if anyone needs a pick me up
Other: Paizo reroll used for scenario 7-2A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Squaker (Crow), Repelling Pike +1, Bagheera (Snow Leopard), Main-Gauche, Cruel Longsword, Heavy Shield, Squeeker (Pig)
Recharged: Crow, Abadar's Law, Gorum's Iron, Mastiff,
Discard Pile: Blessing of the Gods(2),
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top (☑ or bottom) card of your location deck.

"

End of Turn Summary
Banished Cards 3, 4 and 8 from the Graveyard. Location is Shuffled


Deck Handler

The Trumpet: When this is the hour: Ignore cards' before acting powers.

Pass Blessing of Milani to Heggal.

random from the top: 1d7 ⇒ 3

Graveyard Card 6: Henchman Proxy B3/Brawl:

Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

Before acting, each other local character summons and encounters this barrier.

strength 4 +2 revealing an animal for my power: 1d8 + 1d4 ⇒ (3) + (2) = 5
product reroll on the d8: 1d8 ⇒ 4

6 total succeeds.

banish random cards: 1d4 + 1 ⇒ (2) + 1 = 3

cure on most wounded person: 1d4 + 1 ⇒ (3) + 1 = 4

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d10 + 1d4 + 4 ⇒ (10) + (3) + 4 = 17 -> Cure recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Glorious Warhammer, Sonic Blast, Sacred Candle (Core), Porcupine (Core), Divine Insight, Fireblade, Balmberry,

Displayed: Magic Leather Armor (Core),
Deck: 3 Discard: 2 Buried: 0
"Current Location: Graveyard
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: used.

Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Blessing of Gorum, Holy Light (Core), Cure,
Discard Pile: Blessing of the Gods 1, The Carnival,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Everyone must encounter Brawl.

3 non Brawl cards are banished from Graveyard.

Heggal was passed Blessing of Milani.

Someone was healed for 4.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn Brawl.

Str 6: 1d10 + 1 + 1d4 ⇒ (2) + 1 + (3) = 6 - success


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

On Maznar's turn: 3 cards were banished from: 2,5,7,9-11.

Which cards banished?: 3d6 ⇒ (2, 5, 1) = 8 - card 2, card 5, card 10; this leaves 7,9,11, Brawl (shuffled)

My hour: Prayer.

Stay @ Graveyard and explore. Which card encountered?: 1d4 ⇒ 3 - card 11, Armor of Insults

Fort 8 w/ Mz: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (1) = 8 - Armor 1 acquired

Recharge hammer to examine top card. Which card examined?: 1d3 ⇒ 3 - Brawl

Discard Midwife to encounter Brawl.

Str 6: 1d10 + 1 + 1d4 ⇒ (9) + 1 + (4) = 14 - defeated, final 2 cards in location are banished, Brawl is added to hand

Fighting Zombie Minions to close.

Combat 9 (burying volley): 1d10 + 1 + 1d6 + 1 + 1d4 + 1d8 + 3 ⇒ (10) + 1 + (3) + 1 + (3) + (6) + 3 = 27 - success

Combat 13 (burying Brawl): 1d10 + 1 + 1d6 + 1 + 1d4 + 1d8 + 3 ⇒ (4) + 1 + (3) + 1 + (4) + (1) + 3 = 17 - henchman defeated

Graveyard is closed. Undead monster shuffled into which location?: 1d2 ⇒ 2 - Slaughterhouse

Display armor, draw up.

Zvarbel wrote:

Hand: Magus Arcana, Gallivance, Penny Windfall (priest), Pyrotechnic Blast, Blessing of Abraxas,

Displayed: Chain Mail, Armor of Insults,
Deck: 8 Discard: 2 Buried: 4
Hero Points: 2

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

Agna, Heggal owe Brawl check on Maznar's turn. Maznar Cures someone on their turn. Everyone also has to do a Brawl check on Zvarbel's turn. Graveyard is closed. Undead monster is shuffled into the Slaughterhouse. Everyone moves to Ossuary or Slaughterhouse (Heggal's choice).


Deck Handler

strength 4 +2 vs Brawl revealing an animal for my power: 1d8 + 1d4 ⇒ (2) + (1) = 3

Recharge Magic Leather Armor (Core) and discard Fireblade.


Deckhandler

OOT- Received Blessing of Milani.Brawl Melee 6: 1d8 + 2 + 1d4 + 1d4 ⇒ (6) + 2 + (3) + (1) = 12 Reveal Surgeon and Maznar reveals Porcupine. Healed 4 (all cards) Brawl Melee 6: 1d8 + 2 + 1d4 + 1d4 ⇒ (2) + 2 + (3) + (1) = 8 Reveal Surgeon and Maznar reveals Porcupine.

Everyone moves to Ossuary.

Hourglass: The Paladin
When this is the hour: When another character avenges your encounter, heal 1d4 cards.

Explore: Ossuary Card 1:

Death's Breath Door:

CotCT Barrier 2
Traits: Lock Trap
To Defeat: Strength Dexterity Disable Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Divine 10: 1d10 + 2 + 1d4 + 1d4 ⇒ (6) + 2 + (1) + (2) = 11 Reveal Surgeon and Maznar reveals Porcupine. Discard Blessing of the Gods to explore.

Ossuary Card 2:

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.

BYA Combat 6+2: 1d8 + 2 + 1d4 + 1d4 + 1d8 ⇒ (2) + 2 + (4) + (2) + (4) = 14 Reveal Surgeon and Mace and Maznar reveals Porcupine.

Combat 11+2+2: 1d8 + 3 + 2d4 + 1d4 + 1d4 ⇒ (4) + 3 + (2, 4) + (4) + (1) = 18 Play Immolate. Reveal Surgeon and Maznar reveals Porcupine.

Heggal Revitalizes everyone. Everyone heals 1 card

"Heggel ends His turn.

Heggel attempts to recover all cards in His Recovery pile.
Immolate: Divine 7: 1d8 + 3 + 1d4 + 1d4 ⇒ (3) + 3 + (4) + (3) = 13 -> Immolate recharged.
Revitalize: Divine 8: 1d8 + 3 + 1d4 + 1d4 ⇒ (8) + 3 + (1) + (4) = 16 -> Revitalize recharged.

Heggel resets His hand."

Heggel wrote:

Hand: Mace, Surgeon, Blessing of Milani, Fire Snake, Holy Light,

Displayed:
Deck: 13 Discard: 0 Buried: 2
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: used; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magic Half-Plate, Magical Child, Blessing of Gorum, Tussah Silk Coat, Binder's Tome, Blessing of the Spellbound, Chronicler, Blessing of the Gods, Life Drain, Cure, Bestiary of Garund
Recharged: Immolate, Revitalize,
Discard Pile:
Buried Pile: Horn of Battle Clarity, Retainer,
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.

Ossuary 1 and 2 banished
Everyone is healed 1


Deck Handler

Before the end of Heggal's turn bury Sacred Candle (Core) to draw the hour: The Paladin (Hammers lvl 2) And get healed for 1.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Healed for 1: Blessing of Sivanah.


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).

Setup: When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl - Proxy B into each location.

During This Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Villain: None
Henchmen (Closing): Thugs - Proxy A
Brawl - Proxy B

Scenario's Harrow Suit: Hammers (The Uprising)
Scenario's #: 2

Scourges:

Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Undead Story Bane Roster:

Roll 1d6 and encounter the story bane listed below.

1 - Ancient Skeleton

Spoiler:
Ancient Skeleton
Story Bane
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.

2 - Wight

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

3 - Zombie Minions

Spoiler:
Zombie Minions
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.

4 - Mummy

Spoiler:
Mummy
Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.

5 - Vampire

Spoiler:
Vampire
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

6 - Wraith

Spoiler:
Wraith
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Story Banes:

Thug (Closing Henchman, Proxy A)

Spoiler:
Thug
Story Bane
Type: Monster
Traits: Fighter Human Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check.
If you fail the check, suffer 1d4 Combat damage.

Brawl (Closing Henchman, Proxy B)

Spoiler:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

Acquired Cards:

Armor of Insults (Armor 1)
Horn of Battle Clarity (Item 0)
Immolate (Spell 0)
Revitalize (Spell 0)
The Midwife (Blessing 1)
The Paladin (Blessing 2)

Spell 00
Armor 1
Item 0
Blessing 21

Random Monsters:

Monster 1
Spoiler:
Spectre
Core Monster 2
Traits: Incorporeal Undead
To Defeat: Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.

Monster 2

Spoiler:
Crocodile
Core Monster 1
Traits: Animal Aquatic
To Defeat: Combat 11 Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

Monster 3

Spoiler:
Reefclaw
CotCT Monster 1
Traits: Aberration Aquatic
To Defeat: Combat 11
If this monster would be defeated, reroll.

Monster 4

Spoiler:
Pixie Gang
Core Monster 2
Traits: Fey Swarm
To Defeat: Combat 13 OR Dexterity Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

Monster 5

Spoiler:
Rat Swarm
Core Monster 0
Traits: Animal Swarm
To Defeat: Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.

Random Barriers:

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

Barrier 2

Spoiler:
Pit Trap
Core Barrier 0
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.

Barrier 3

Spoiler:
Warband
Core Barrier 1
Traits: Skirmish Veteran Trigger
To Defeat: None
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.

Barrier 4

Spoiler:
Ill Tidings
CotCT Barrier 1
Traits: Curse
To Defeat: None
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

Barrier 5

Spoiler:
Flanking Attack
CotCT Barrier 1
Traits: Skirmish Veteran
To Defeat: None
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.

Random Weapons:

Weapon 1
Spoiler:
Warhammer
Core Weapon 0
Traits: Hammer Melee
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

Weapon 2

Spoiler:
Longspear
Core Weapon 0
Traits: 2-Handed Melee Piercing Spear
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 3

Spoiler:
Kukri
CotCT Weapon 0
Traits: Finesse Knife Melee Slashing
To Acquire: Strength Acrobatics Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

Weapon 4

Spoiler:
Earthbreaker
CotCT Weapon 1
Traits: 2-Handed Bludgeoning Hammer Melee
To Acquire: Strength Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; 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, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 5

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

Random Spells:

Spell 1
Spoiler:
Harrowstrike
CotCT Spell 1
Traits: Arcane Attack Divine Force Harrow Magic
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

Spell 2

Spoiler:
Detect Evil
Core Spell 0
Traits: Divine Magic
To Acquire: Wisdom Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spell 3

Spoiler:
Frozen Touch
CotCT Spell 0
Traits: Arcane Attack Cold Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spell 4

Spoiler:
Sanctuary
CotCT Spell 0
Traits: Divine Magic
To Acquire: Wisdom Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spell 5

Spoiler:
Unearthly Aim
CotCT Spell 2
Traits: Arcane Magic
To Acquire: Intelligence Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

Random Armor:

Armor 1
Spoiler:
Light Shield
Core Armor 0
Traits: Offhand Shield
To Acquire: Constitution Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 2

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

Armor 3

Spoiler:
Brute Force Shield
Core Armor 2
Traits: Offhand Shield
To Acquire: Constitution Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 4

Spoiler:
Gray Maiden Plate
CotCT Armor 2
Traits: Gray Maiden Heavy Armor
To Acquire: Constitution Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* 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 2.
* 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.

Armor 5

Spoiler:
Magic Chain Shirt
Core Armor 1
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.

Random Items:

Item 1
Spoiler:
Compass
Core Item 0
Traits: Object
To Acquire: Wisdom Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Item 2

Spoiler:
Elixir of Love
CotCT Item 0
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.

Item 3

Spoiler:
Luckstone
Core Item 0
Traits: Magic Object
To Acquire: Wisdom Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.

Item 4

Spoiler:
Codex
Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.

Item 5

Spoiler:
Caltrops
Core Item 0
Traits: Object
To Acquire: Dexterity Disable 4
When a local character encounters a monster, discard; they evade it.

Random Allies:

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

Ally 2

Spoiler:
Acadamae Student
CotCT Ally 0
Traits: Human Wizard
To Acquire: Intelligence Arcane 3 OR Charisma Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.

Ally 3

Spoiler:
Giant Slug
Core Ally 1
Traits: Acid Animal
To Acquire: Wisdom Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.

Ally 4

Spoiler:
Burglar
CotCT Ally 0
Traits: Human Trigger
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.

Ally 5

Spoiler:
Flensing Jelly
Core Ally 2
Traits: Alchemical Ooze
To Acquire: Intelligence Craft 9 OR Wisdom Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

Random Blessings:

Blessing 1
Spoiler:
The Mute Hag
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Blessing 2

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

Blessing 3

Spoiler:
The Liar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Blessing 4

Spoiler:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire: Intelligence Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Blessing 5

Spoiler:
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.

Turn 12 Agna/Gimry
Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

Hour: Torag's Power:
Torag's Power
Core Blessing 1
Traits: Deity: Torag Divine Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire: Strength Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.

Cards Remaining in Hourglass: 18

Hourglass:

Turn 13 Maznar/Bigguyinblack

Spoiler:
The Snakebite
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire: Intelligence Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

Turn 14 Zvarbel/wkover

Spoiler:
The Queen Mother
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 15 Heggal/Grimsnik

Spoiler:
The Avalanche
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire: Dexterity Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

Turn 16 Agna/Gimry

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

Turn 17 Maznar/Bigguyinblack

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

Turn 18 Zvarbel/wkover

Spoiler:
The Mountain Man
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire: Constitution Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

Turn 19 Heggal/Grimsnik

Spoiler:
The Winged Serpent
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 20 Agna/Gimry

Spoiler:
Benefaction
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Diplomacy Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.

Turn 21 Maznar/Bigguyinblack

Spoiler:
Rovagug's Destruction
Core Blessing 2
Traits: Deity: Rovagug Divine Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire: Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None

On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

Turn 22 Zvarbel/wkover

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

Turn 23 Heggal/Grimsnik

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

Turn 24 Agna/Gimry

Spoiler:
The Wanderer
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire: Intelligence Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.

Turn 25 Maznar/Bigguyinblack

Spoiler:
The Demon's Lantern
CotCT Blessing 1
Traits: Harrow Veteran Veteran Suit: Keys
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire: Dexterity Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.

Turn 26 Zvarbel/wkover

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire: Constitution Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.

Turn 27 Heggal/Grimsnik

Spoiler:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 28 Agna/Gimry

Spoiler:
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.

Turn 29 Maznar/Bigguyinblack

Spoiler:
The Lost
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

Turn 30 Zvarbel/wkover

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

Ossuary
Traits: Sacred Urban
At This Location (Open): On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Agna/Gimry, Heggal/Grimsnik, Maznar/Bigguyinblack, Zvarbel/wkover

Ossuary Card 1:
Flaming Shortbow
CotCT Weapon 1
Traits: 2-Handed Bow Fire Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 2:
Phantasmal Minion
Core Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Arcane 4
Banish to give a card to another character and/or let any number of local characters give a card to another character.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Ossuary Card 3:
Boots of Friendly Terrain
Core Item 1
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 4:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 5:
Henchman Proxy B2
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 6:
Venomous Hand Crossbow
CotCT Weapon 2
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 7:
Gray Maiden Footsoldier
CotCT Monster 2
Traits: Fighter Gray Maiden Human Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 8:
Swamp Ooze
Core Monster 1
Traits: Acid Ooze
To Defeat: Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Ossuary Card 9:
Mithral Chain Shirt
CotCT Armor 2
Traits: Light Armor
To Acquire: Constitution Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.

Slaughterhouse
Traits: Urban Wild
At This Location (Open): When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None

Slaughterhouse Card 1:
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.
Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Location: When you defeat a monster, discard a card.
Slaughterhouse Card 2:
Priest of Abadar
CotCT Ally 1
Traits: Cleric Halfling
To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Slaughterhouse Card 3:
Orc Rager
CotCT Monster 2
Traits: Barbarian Orc Veteran
To Defeat: Combat 10+##
Before acting, suffer 1d4 Combat damage.
Location: When you defeat a monster, discard a card.
Slaughterhouse Card 4:
Henchman Proxy B5
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Scenario:When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
Slaughterhouse Card 5:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire: Strength Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Slaughterhouse Card 6:
Starknife
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Slaughterhouse Card 7:
Giant Toad
Core Monster 1
Traits: Animal Poison
To Defeat: Combat 10 OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Location: When you defeat a monster, discard a card.
Slaughterhouse Card 8:
Deadfall Scorpion
Core Monster 2
Traits: Poison Vermin
To Defeat: Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Location: When you defeat a monster, discard a card.
Slaughterhouse Card 9:
Sage
Core Ally 0
Traits: Arcanist Human
To Acquire: Charisma Diplomacy Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Slaughterhouse Card 10:
Longbow
Core Weapon 0
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Slaughterhouse Card 11:
Shadow
CotCT Monster 1
Traits: Shadow Undead
To Defeat: Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Location: When you defeat a monster, discard a card.


As a reminder, Agna still needs to make one check against Brawl from Zvarbel's turn, and then heal a card from Heggal's turn.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

OFF-TURN ACTIONS:
Melee 6(4+2): 1d10 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9

Roll Details:

Melee - 1d10+3
Maznar's Aid - 1d4

Agna has all cards in her discard pile healed: (Blessing of the Gods(2)). Deck shuffled.

"========================
Agna starts her turn.
Hour: Torag's Power
Hour Power:When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Location: Ossuary
Location Power:On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Scenario Powers:
When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

Flaming Shortbow:

CotCT Weapon 1
Traits: 2-Handed Bow Fire Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.

Dexterity 9: 1d8 + 1d4 ⇒ (3) + (3) = 6

Roll Details:

Dexterity - 1d8
Maznar's Aid - 1d4

Chasing another group of thugs into a nearby ossuary, I find a shattered bow against the wall. Though I try to salvage the weapon, it's no use. The years of neglect have left it useless.

Cast Balmberry on either Mazanr or Zvarbel to heal 1.

"Agna ends her turn.

Agna attempts to recover all cards in her Recovery pile.
Balmberry: Survival 8: 1d8 + 3 + 1d4 + 1d4 ⇒ (6) + 3 + (4) + (2) = 15 -> Balmberry recharged.
Recharge Droogami for 1d4
Agna resets her hand."

"

Agna wrote:

Hand: Bastard Sword, Warhammer, Main-Gauche, Masterwork Tools, Squeeker (Pig),

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Ossuary
Hero Points: 0
NOTES:
Available Support:
Other: Paizo reroll used for scenario 7-2A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bagheera (Snow Leopard), Gorum's Iron, Mastiff, Blessing of the Gods, Crow, Cruel Longsword, Blessing of the Gods(2), Abadar's Law, Heavy Shield, Squaker (Crow), Repelling Pike +1
Recharged: Droogami, Balmberry,
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top (☑ or bottom) card of your location deck.

"

End of Turn Summary
Banished Card 1 of Ossuary
Healed either Zvarbel or Maznar for 1


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Healing the Midwife.

Zvarbel wrote:

Hand: Magus Arcana, Gallivance, Penny Windfall (priest), Pyrotechnic Blast, Blessing of Abraxas,

Displayed: Chain Mail, Armor of Insults,
Deck: 10 Discard: 0 Buried: 4
Hero Points: 2

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n


Deck Handler

The Snakebite: When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

Pass The Paladin to Heggal.

Ossuary Card 2: Phantasmal Minion:

Core Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Arcane 4
Banish to give a card to another character and/or let any number of local characters give a card to another character.
Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Banished. Cast Balmberry on myself.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Balmberry: Divine 8: 1d10 + 1d4 + 4 ⇒ (9) + (4) + 4 = 17 -> Balmberry recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Glorious Warhammer, Sonic Blast, Divine Insight, Porcupine (Core), Fireblade, Holy Light (Core), Blessing of Gorum,

Displayed:
Deck: 4 Discard: 1 Buried: 1
"Current Location: Ossuary
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: used.

Blessing of Gorum: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check.
Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods 1, Cure, Magic Leather Armor (Core)
Recharged: Balmberry,
Discard Pile: The Carnival,
Buried Pile: Sacred Candle (Core),
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Ossuary Card 2 banished.

The Paladin passed to Heggal.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

The Queen Mother. When this is the hour: Your Knowledge check is blessed.

Remain at Ossuary and encounter Boots of Friendly Terrain. Auto-fail, boots are banished. Discard Penny to explore, encounter proxy A (Thug).

Thug:
Thug
Story Bane
Type: Monster
Traits: Fighter Human Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check.
If you fail the check, suffer 1d4 Combat damage.

BYA Str 6: 1d10 + 1 + 1d4 ⇒ (7) + 1 + (1) = 9 - success, no damage

Zvarbel avoids the bully's initial wild swing. It's possible the miscreant isn't used to fighting zippy dwarves who are lower to the ground.

Combat 14 (10+4) w/ Gallivance (burying Pyrotechnic Blast), Mz: 1d10 + 1 + 1d6 + 1 + 1d8 + 3 + 1d4 ⇒ (2) + 1 + (4) + 1 + (1) + 3 + (1) = 13 - reload cohort to reroll d10

Combat 14 (10+4) w/ Gallivance (burying Pyrotechnic Blast), Mz: 1d10 + 11 ⇒ (8) + 11 = 19 - success, Thug defeated

The thug's second blow connects, knocking Beezle out of her boots. She smiles, pulls herself to her feat, and unleashes dwarven vengeance.

Ten seconds later, it's the thug who is closest to the ground - not Beez. Flat out, as it were.

# of location cards banished?: 1d4 + 1 ⇒ (1) + 1 = 2

Zvarbel wrote:

Hand: Magus Arcana, Gallivance, Blessing of Sivanah, Enervation, Blessing of Abraxas,

Displayed: Chain Mail, Armor of Insults,
Deck: 8 Discard: 1 Buried: 5
Hero Points: 2

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

Thug shuffled into remaining Ossuary cards: 7-9.


Deckhandler

Hourglass: The Avalanche
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

Move: Slaughterhouse

Explore: Slaughterhouse #1

Thug:

Story Bane
Type: Monster
Traits: Fighter Human Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check.
If you fail the check, suffer 1d4 Combat damage

BYA Diplomacy 4+2: 1d10 + 2 + 1d4 ⇒ (6) + 2 + (1) = 9 Reveal Surgeon

Diplomacy 7+2: 2d10 + 2 + 1d4 ⇒ (7, 1) + 2 + (1) = 11 Discard Blessing of Milani and reveal Surgeon. Discard Mace for Location Power.

Scenario power: 1d4 + 1 ⇒ (4) + 1 = 5

Heggel wrote:

Hand: Chronicler, Fire Snake, Holy Light, Surgeon, The Paladin,

Displayed:
Deck: 12 Discard: 2 Buried: 2
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: used; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magic Half-Plate, Binder's Tome, Bestiary of Garund, Tussah Silk Coat, Blessing of the Gods, Cure, Magical Child, Blessing of the Spellbound, Life Drain, Blessing of Gorum
Recharged: Immolate, Revitalize,
Discard Pile: Blessing of Milani, Mace,
Buried Pile: Horn of Battle Clarity, Retainer,
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.

Slaughterhouse
2-6 banished
1 (Thug),7-11 shuffled


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

========================
Agna starts her turn.
Hour: Sands of the Hour
Hour Power:No effect.
Location: Ossuary
Location Power:On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Scenario Powers:
When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

Follow Heggel to Slaughterhouse
Random Location Card(12 is Thug): 1d6 + 6 ⇒ (2) + 6 = 8

Deadfall Scorpion:

Core Monster 2
Traits: Poison Vermin
To Defeat: Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Location: When you defeat a monster, discard a card.

Combat 13: 1d10 + 3 + 1d8 + 1d6 ⇒ (6) + 3 + (2) + (5) = 16

Roll Details:

Combat(Melee) - 1d10+3
Warhammer - 1d8
Offhand Specialist - 1d6

Recharge Main Gauche for off hand specialist
Reload Warhammer to prevent the AYA
Discard Squeeker for Location power

As I head to the Slaughterhouse to meet up with Heggal, I get jumped by a rather large scorpion. Before I have a chance to react, the scorpion stings poor Squeeker. Stupid Vermin! Feel the wrath of Agna!

"

Agna wrote:

Hand: Bastard Sword, Warhammer, Repelling Pike +1, Masterwork Tools, Abadar's Law,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Slaughterhouse
Hero Points: 0
NOTES:
Available Support: Abadars Law recharges to Bless acquire checks.
Other: Paizo reroll used for scenario 7-2A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bagheera (Snow Leopard), Heavy Shield, Blessing of the Gods, Mastiff, Gorum's Iron, Crow, Blessing of the Gods(2), Cruel Longsword, Squaker (Crow)
Recharged: Droogami, Balmberry, Main-Gauche,
Discard Pile: Squeeker (Pig),
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top (☑ or bottom) card of your location deck.

"

End of Turn Summary
Banish Card 8 from the Slaughterhouse


Deck Handler

Sands of the Hour: No effect.

Move to Slaughterhouse.

random from the top: 1d5 ⇒ 1

Slaughterhouse Card 1: Henchman Proxy A4/Thug:

Story Bane
Type: Monster
Traits: Fighter Human Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check.
If you fail the check, suffer 1d4 Combat damage.

BYA banish Fireblade.

combat 10 +2 +2 casting Sonic Sonic Blast, revealing an animal for my power: 1d10 + 2d6 + 1d4 + 4 ⇒ (4) + (6, 5) + (1) + 4 = 20

Location effect discard Glorious Warhammer.

banish random cards: 1d4 + 1 ⇒ (2) + 1 = 3

last non thug card: 1d4 ⇒ 1 Card 7

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Sonic Blast: Divine 10: 1d10 + 1d4 + 4 ⇒ (4) + (2) + 4 = 10 -> Sonic Blast recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Magic Leather Armor (Core), Cure, Divine Insight, Porcupine (Core), Blessing of the Gods 1, Holy Light (Core), Blessing of Gorum,

Displayed:
Deck: 2 Discard: 2 Buried: 2
"Current Location: Slaughterhouse
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: used.

Blessing of the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing of Gorum: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check.
Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Balmberry, Sonic Blast,
Discard Pile: The Carnival, Glorious Warhammer,
Buried Pile: Sacred Candle (Core), Fireblade,
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Last 2 cards at Slaughterhouse are Card 1 Thug and card 7 in a random order.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

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

Stay @ Ossuary and explore. Which card encountered? (T, 7-9): 1d4 ⇒ 4 - Card 9, Mithral Chain Shirt (armor 2)

Asking Agna to recharge Abadar's Law.

Fort 9 w/ blessing: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (2) = 12 - armor 2 acquired

Beez is impressed with her third layer of armor. A dwarf can never have too much!

Discard Sivanah to explore. Which card encountered? (T, 7-8): 1d3 ⇒ 1 - Thug

Str 6 BYA: 1d10 + 1 ⇒ (7) + 1 = 8

Enervation reduction: 2d4 ⇒ (3, 4) = 7

Combat 7 (10+4-7) w/ Gallivance: 1d10 + 1 + 1d6 + 1 ⇒ (1) + 1 + (3) + 1 = 6 - reload cohort to reroll d10

Combat 7 (10+4-7) w/ Gallivance: 1d10 + 5 ⇒ (7) + 5 = 12 - defeated, final 2 cards @ Ossuary are banished

Beezle saps the strength of an approaching villain, then brings it down with a swift kick to the shin.

Encounter Ancient Skeleton to close. Display and draw Mithral Shirt to block BYA damage.

Combat 15 w/ Gallivance (burying Mithral Shirt): 1d10 + 1 + 1d6 + 1 + 1d8 + 3 ⇒ (2) + 1 + (2) + 1 + (4) + 3 = 13 - recharge Abraxas to reroll, per hour

Combat 15 w/ Gallivance (burying Mithral Shirt): 1d10 + 1 + 1d6 + 1 + 1d8 + 3 ⇒ (6) + 1 + (5) + 1 + (3) + 3 = 19 - henchman defeated, location closed

The skeleton on the thug's heels is slightly tougher to overcome. Two kicks, two shinbones removed. Then the remainder of the ivory frame tumbles to the ground.

Per closing, exchange buried Sacred Candle with discarded Penny.

Zvarbel ends her turn.

Zvarbel attempts to recover all cards in her Recovery pile.
Enervation: Arcane 8: 1d8 + 3 ⇒ (1) + 3 = 4 -> Enervation discarded.

Zvarbel resets her hand.

Zvarbel wrote:

Hand: Magus Arcana, Gallivance, Call Weapon, Rapier (pre-Core), Blessing of the Spellbound,

Displayed: Chain Mail, Armor of Insults,
Deck: 6 Discard: 3 Buried: 6
Hero Points: 2

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

Agna recharged Abadar's Law. Ossuary is closed. Move to Slaughterhouse after closing.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: At the start of Heggal's turn, reload Magus Arcana and bury Call Weapon to draw Enervation from discard pile.

Zvarbel wrote:

Hand: Gallivance, Enervation, Rapier (pre-Core), Blessing of the Spellbound,

Displayed: Chain Mail, Armor of Insults,
Deck: 7 Discard: 2 Buried: 7
Hero Points: 2

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

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