Grimsnik's Heggal |
Hourglass: The Winged Serpent
When this is the hour: Your Ranged check is blessed.
Explore: Card 1/7: 1d2 ⇒ 2
Slaughterhouse Card 7: Giant Toad Combat 7: 1d8 + 3 + 2d6 + 1d4 ⇒ (8) + 3 + (1, 1) + (4) = 17 Play Holy Light, Reveal Surgeon. Discard Fire Snake for Location Power. Discard The Paladin to explore.
Thug: The Paladin adds 1d10+2 to all non-combat checks. BYA Diplomacy 4+2: 1d10 + 2 + 1d4 + 1d10 + 2 ⇒ (5) + 2 + (2) + (8) + 2 = 19 Reveal Surgeon
Diplomacy 7+2: 1d10 + 2 + 1d4 + 1d10 + 2 ⇒ (6) + 2 + (4) + (3) + 2 = 17 Reveal Surgeon. discard Surgeon for location power and banish Chronicler to close location
We win!
BR skizzerz |
Development
Not long after the first punch was thrown, the fight took on an ebb and flow of movement that slowly roiled out toward the main street. What began as a show of bravado and intimidation swiftly became a near jovial occasion as the street toughs realized you could match them blow for blow.
“Just what the physick ordered! How about another—what is that?”
The wild grin on the tattooed man’s face melts to terror as he backs away and raises an arm, pointing behind you and up the road. You hear a rapidly approaching clatter of ironclad wheels and steel-plated hooves on cobblestone. As you turn your head, you see a massive black wagon pulled by four undead steeds. The street toughs turn heel and run; you’re quick to follow their lead.
Reward
Each character gains 1 XP and 1 Hero Point.
Loot: the blessings Our Lord in Iron and The Prince of Pain.
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)
Horn of Battle Clarity (Item 0)
Immolate (Spell 0)
Mithral Chain Shirt (Armor 2)
Revitalize (Spell 0)
The Midwife (Blessing 1)
The Paladin (Blessing 2)
Spell 00
Armor 21
Item 0
Blessing 21
BR skizzerz |
7-2B: A Day at the Races
The relief that you took the time earlier to secure your gear is immeasurable in the moment. There is no time to think as you follow the street toughs down the main road deeper into the Warrens, pursued by the thunderous patter of hoofbeats.
Between quick glances over your shoulder, you put together a better idea of exactly what is careening down the cobblestone path after you. The steeds themselves are recently undead, the skin only just beginning to tear and give sight to the straining muscles beneath. Milky eyes roll and toss within the horse’s skulls, and sparks occasionally cast off from their shoed hooves as they crash into the stone below. Each horse wears a fine leather bridle inset with a control amulet; these failed amulets are dull and barely shine in the moonlight. The reins are held bundled up by the tiny grasping hand of a zombie gnome complete with top hat, finely fashioned cape, and what appears to be a false beard. Inset in the black wood of the cart behind the gnome are malachite letters proudly displaying “Dovzar’s Curios and Curiosities.”
The cart bounces off shanty walls as it is yanked down the street, drawers slinging wildly in and out of the sides. It appears that the merchant had an unfortunate run-in with Horus’s capricious control amulets. What matters now is escaping the runaway wheeled death machine, a task easier said than done. The doors and windows along the empty street are shuttered tight in the wait for morning, and at full sprint, small side alleys flash by before you can see them and change course. For better or worse, you are gaining on the street toughs from moments before, though they seem entirely preoccupied with running.
As you overtake the leader, you lock eyes in a brief but intense moment of shared fear, cut short by a rogue cobblestone jutting upward that catches his toe and sends him under the hooves. With the rest of the brawlers following suit, you steel your nerves and catch your second wind. The chase is just beginning.
BR skizzerz |
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 building the locations, build small locations and shuffle an additional barrier into each.
After creating the hourglass, display 2 markers next to it.
Characters start at the Abandoned Shacks.
During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.
Danger: Each time you encounter the danger, randomly choose a new Barrier.
Villain: None
Henchmen (Closing): Undeath on Wheels - Proxy A
Scenario's Harrow Suit: Crowns (The Liar)
Scenario's #: 2
Hourglass Markers: 2
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
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
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
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.
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
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
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
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.
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.
Roll 1d6 and encounter the story bane listed below.
1 - 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
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
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
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
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
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.
Undeath on Wheels (Closing Henchman, Proxy A)
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
Monster 1
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.
Monster 2
CotCT Monster 1
Traits: Outsider
To Defeat: Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Monster 3
Core Monster 2
Traits: Aberration Trap
To Defeat: Combat 15 OR Wisdom Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Monster 4
Core Monster 0
Traits: Skeleton Undead Veteran
To Defeat: Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 5
Core Monster 2
Traits: Minotaur
To Defeat: Combat 15 OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Barrier 1
CotCT Barrier 2
Traits: Magic Trap
To Defeat: Intelligence Wisdom Arcane Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Barrier 2
Core Barrier 2
Traits: Magic Trap Trigger Veteran
To Defeat: Arcane Divine 6+# OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Barrier 3
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 4
CotCT Barrier 0
Traits: Obstacle
To Defeat: Wisdom Perception Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Barrier 5
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.
Weapon 1
Core Weapon 2
Traits: Finesse Knife Magic Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Weapon 2
CotCT Weapon 1
Traits: Magic Melee Slashing Sword
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 add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 3
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.
Weapon 4
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 5
Core Weapon 0
Traits: Finesse Melee Slashing Sword
To Acquire: Strength Acrobatics Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Spell 1
CotCT Spell 1
Traits: Arcane Magic Divine
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Spell 2
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 3
Core Spell 2
Traits: Divine Magic Animal
To Acquire: Wisdom Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Spell 4
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
Core Spell 1
Traits: Arcane Attack Divine Healing Magic
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Armor 1
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 2
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 3
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 4
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 5
Core Armor 2
Traits: Offhand Shield
To Acquire: Constitution Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
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.
Item 1
Core Item 1
Traits: Divine Healing Magic Staff
To Acquire: Wisdom Divine 7
Recharge to heal a local character a card.
Item 2
CotCT Item 0
Traits: Tool
To Acquire: Intelligence Disable Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Item 3
CotCT Item 1
Traits: Instrument Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Item 4
Core Item 1
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Item 5
CotCT Item 0
Traits: Accessory
To Acquire: Intelligence Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Ally 1
Core Ally 0
Traits: Animal
To Acquire: Wisdom Stealth Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Ally 2
CotCT Ally 1
Traits: Dwarf Hireling
To Acquire: Charisma Diplomacy 6 OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Ally 3
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
CotCT Ally 2
Traits: Human Medium Harrow
To Acquire: Charisma Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Ally 5
Core Ally 2
Traits: Construct Magic
To Acquire: Intelligence Arcane Craft 8 OR Charisma Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
Blessing 1
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.
Blessing 2
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire: Charisma Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Blessing 3
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.
Blessing 4
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.
Blessing 5
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 1 Agna/Gimry
Hour Power: No effect.
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.
Cards Remaining in Hourglass: 29
Turn 2 Maznar/Bigguyinblack
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire: Charisma Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Turn 3 Zvarbel/wkover
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.
Turn 4 Heggal/Grimsnik
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.
Turn 5 Agna/Gimry
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 6 Maznar/Bigguyinblack
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 7 Zvarbel/wkover
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 8 Heggal/Grimsnik
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 9 Agna/Gimry
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire: Constitution Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Turn 10 Maznar/Bigguyinblack
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire: Intelligence Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Turn 11 Zvarbel/wkover
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire: Dexterity Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Turn 12 Heggal/Grimsnik
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire: Intelligence Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Turn 13 Agna/Gimry
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 14 Maznar/Bigguyinblack
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 15 Zvarbel/wkover
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 16 Heggal/Grimsnik
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 Agna/Gimry
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 Maznar/Bigguyinblack
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 19 Zvarbel/wkover
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire: Constitution Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Turn 20 Heggal/Grimsnik
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 Agna/Gimry
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 22 Maznar/Bigguyinblack
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 23 Zvarbel/wkover
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 24 Heggal/Grimsnik
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 25 Agna/Gimry
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 26 Maznar/Bigguyinblack
Core Blessing 1
Traits: Deity: Sarenrae Divine Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire: Wisdom Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Turn 27 Zvarbel/wkover
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 Heggal/Grimsnik
Core Blessing 1
Traits: Deity: Calistria Divine Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire: Charisma Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Turn 29 Agna/Gimry
Core Blessing 2
Traits: Deity: Asmodeus Divine Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire: Charisma Diplomacy Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Turn 30 Maznar/Bigguyinblack
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.
Storehouse
Traits: Urban
At This Location (Open): Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT Weapon 2
Traits: Finesse Magic Melee Piercing Swashbuckling Sword
To Acquire: Strength Acrobatics Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
CotCT Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core Barrier 1
Traits: Lock Obstacle Veteran
To Defeat: Strength Melee 10+# OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core Item 0
Traits: Tool
To Acquire: Dexterity Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
Core Item 0
Traits: Arcane Divine Magic Object
To Acquire: Intelligence Wisdom Arcane Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core Monster 2
Traits: Troll Veteran
To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Abandoned Shacks
Traits: Urban
At This Location (Open): Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Agna/Gimry, Heggal/Grimsnik, Maznar/Bigguyinblack, Zvarbel/wkover
CotCT Monster 2
Traits: Animal Aquatic
To Defeat: Combat 15 Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
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.
Core Weapon 1
Traits: Dart Magic Piercing Ranged
To Acquire: Dexterity Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT 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.
Core Monster 2
Traits: Harpy
To Defeat: Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
CotCT Barrier 1
Traits: Curse Task Trigger Veteran
To Defeat: Intelligence Knowledge 6+# OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Core Armor 1
Traits: Offhand Shield
To Acquire: Constitution Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Mountain
Traits: Wild
At This Location (Open): At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT Armor 2
Traits: Offhand Shield Magic
To Acquire: Constitution Fortitude Melee Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Wisdom Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core Monster 1
Traits: Incorporeal Undead
To Defeat: Combat 14 OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
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.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Monster 2
Traits: Aberration
To Defeat: Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
CotCT Barrier 2
Traits: Task
To Defeat: Intelligence Craft 6 OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Bridge
Traits: Urban
At This Location (Open): Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Core Barrier 2
Traits: Cache
To Defeat: Intelligence Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
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.
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.
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.
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.
Core Barrier 0
Traits: Task
To Defeat: Charisma Diplomacy 5 OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT Monster 2
Traits: Outsider
To Defeat: Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Cliff
Traits: Wild
At This Location (Open): On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Core Monster 1
Traits: Lycanthrope
To Defeat: Combat 11 OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
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.
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.
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.
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.
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.
CotCT Monster 1
Traits: Aquatic Boggard
To Defeat: Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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.
Dungeons
Traits: Underground
At This Location (Open): The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Barrier 2
Traits: Obstacle Task
To Defeat: Intelligence Diplomacy Disable Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Core Weapon 1
Traits: 2-Handed Axe Magic Melee Slashing
To Acquire: Strength Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Core Blessing 0
Traits: Arcane Divine
When this is the hour: No effect.
To Acquire: Arcane Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT Item 1
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
CotCT Barrier 2
Traits: Task
To Defeat: Constitution Fortitude 10 OR Charisma Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
BR skizzerz |
Some notes:
- Reminder text has not yet been added to card spoilers. Be mindful of any relevant location and scenario powers!
- I did not remove loot before building locations like I usually do. If you come across a loot card that shouldn't be there (because someone took it), replace it with a different card from the Random Cards spoilers.
Both of these will be addressed in a later BR update, no ETA as to when that may be.
wkover - Zvarbel |
Start @ Shacks with everyone.
Hand: Chain Mail, Fire Snake, Enervation, Call Weapon, Penny Windfall (priest), Magus Arcana,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
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 ([X] 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
Will use Call Weapon on Agna's turn to grab Gallivance from deck.
Agna - Gimry |
Start at Shacks
"
Hand: Warhammer, Cruel Longsword, Bagheera (Snow Leopard), Squaker (Crow), Blessing of the Gods,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Abandoned Shacks
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2B?: N
Middle of Deck (Unknown Order): Gorum's Iron, Droogami, Squeeker (Pig), Balmberry, Covering Heavy Shield, Masterwork Tools, Our Lord In Iron, Bastard Sword, Main-Gauche, Repelling Pike +1, Abadar's Law
Recharged:
Discard Pile:
Buried Pile:
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.
Maznar |
Trading out Blessing of the Gods 2 for The Carnival. Trading out Blessing of Pharasma for Balmberry. Starting location Abandoned Shacks.
Hand: Sacred Candle (Core), Porcupine (Core), Holy Light (Core), Balmberry, Cure, Crow (Core), Gray Maiden Plate,
Displayed:
Deck: 9 Discard: 0 Buried: 0
"Current Location: Abandoned Shacks
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.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!"
"
Middle of Deck (Unknown Order): Glorious Warhammer, Divine Insight, Fireblade, Blessing of Milani, Mastiff, Blessing of Gorum, The Carnival, Blessing of the Gods 1, Sonic Blast
Recharged:
Discard Pile:
Buried Pile:
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 - Gimry |
"========================
Agna starts her turn.
Hour: Prayer
Hour Power:No effect.
Location: Abandoned Shacks
Location Power:Characters may not play allies.
Scenario Powers:
You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.
"
remove a Marker - 1 left
CotCT Monster 2
Traits: Animal Aquatic
To Defeat: Combat 15 Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Combat 15: 1d10 + 4 + 1d8 + 1 + 1d4 + 1d4 ⇒ (8) + 4 + (7) + 1 + (4) + (4) = 28
Combat(Melee) - 1d10+4
Cruel Longsword - 1d8+1
Reload - 1d4
Maznar's Aid - 1d4
Use Gods as Prayer to Examine then explore
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.
Just auto fail that. Useless
As we duck into the Shacks, Squaker points out a raging crocodile. With little time to spare, I calm the beast down and send it on its way.
"
Hand: Warhammer, Cruel Longsword, Bagheera (Snow Leopard), Squaker (Crow), Squeeker (Pig),
Displayed:
Deck: 10 Discard: 1 Buried: 0
Current Location: Abandoned Shacks
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2B?: N
Middle of Deck (Unknown Order): Bastard Sword, Droogami, Covering Heavy Shield, Masterwork Tools, Main-Gauche, Abadar's Law, Our Lord In Iron, Gorum's Iron, Balmberry, Repelling Pike +1
Recharged:
Discard Pile:
Buried Pile:
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 1 and 2 from the Shacks.
Removed 1 marker from the hourglass
Maznar |
The Theater: When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
At the start of my turn examine Abandoned Shacks card 3: Allying Dart. Encounter it and banish it. Remove 1 marker from the Hourglass.
Pass Crow (Core) to Agna. Bury Sacred Candle (Core) to draw the hour The Theater.
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
BYA random character A/H/M/Z: 1d4 ⇒ 3
fortitude 5 revealing an animal for my power: 1d8 + 1d4 + 1 ⇒ (6) + (3) + 1 = 10
fortitude 7 revealing an animal for my power, discarding The Theater to bless: 2d8 + 1d4 + 1 ⇒ (7, 5) + (4) + 1 = 17
Display a marker next to the Hourglass.
CotCT Barrier 2
Traits: Magic Trap
To Defeat: Intelligence Wisdom Arcane Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
divine 9 revealing an animal for my power: 1d10 + 1d4 + 5 ⇒ (2) + (4) + 5 = 11
I think the scenario overrides the location and we all move to Mountain. Display Gray Maiden Plate. Use Balmberry on myself to heal for 1. End turn.
Maznar ends their turn.
Maznar attempts to recover all cards in their Recovery pile.
Balmberry: Divine 8: 1d10 + 1d4 + 5 ⇒ (5) + (2) + 5 = 12 -> Balmberry recharged.
Maznar resets their hand.
Hand: Divine Insight, Porcupine (Core), Holy Light (Core), Fireblade, Cure, The Theater, Blessing of the Gods 1,
Displayed: Gray Maiden Plate,
Deck: 7 Discard: 0 Buried: 1
"Current Location: Mountain
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.The Theater: On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Divine Insight: On any check to defeat a barrier, banish to add 2d6.
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.
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!"
"
Middle of Deck (Unknown Order): Glorious Warhammer, Blessing of Milani, Blessing of Gorum, Mastiff, Sonic Blast, The Carnival
Recharged: Balmberry,
Discard Pile:
Buried Pile:
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.
Abandoned Shacks closed.
Acquired my hour The Theater.
Used random barrier #1.
Agna was handed Crow (Core).
wkover - Zvarbel |
Out of turn: spell recovery. Arc 6: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (4) = 15 - call weapon recharged.
My hour: The Dance. When at least 3 types of boon are played on any check, a character may draw a card.
Starting # of markers: 1. SOT: Final marker removed.
SOT Wis 6 (Mountain): 1d6 + 1d4 ⇒ (1) + (4) = 5 - reroll d6 w/ Magus Arcana
SOT Wis 6 (Mountain): 1d6 + 4 ⇒ (2) + 4 = 6 - not Exhausted
Beez skips down the mountain, eager to start the new day.
Explore Mountain, encounter Magic Klar (armor 2).
Asking Maznar for BoG, as it copies Dance and adds 2 dice.
Fort 9 w/ blessing: 3d8 + 2 ⇒ (8, 1, 3) + 2 = 14 - armor 2 acquired
There isn't a place in the land where Beezle can't find armor. The gods sprinkle it everywhere she walks.
Discard Penny to explore, encounter Mob of Undead barrier.
Which undead story bane?: 1d6 ⇒ 2 - Wight (story bane roster here)
Discard Fire Snake for BYA cold damage. Cast Enervation.
Difficulty reduction?: 2d4 ⇒ (2, 1) = 3
Combat 11 (10+4-3) w/ Gallivance, recharged Klar, Penny bonus, Mz: 1d10 + 1 + 1d6 + 1 + 1d6 + 1 + 1d4 + 1d4 ⇒ (1) + 1 + (6) + 1 + (3) + 1 + (3) + (1) = 17 - defeated, so barrier is defeated and added to hand
What was originally thought to be a herd of undead ended up being only a single wandering spook. Beez bops it on the head, dropping it to the ground. For a while, at least.
Marker added to Hourglass.
Zvarbel displays Chain Mail and ends her turn.
Zvarbel attempts to recover all cards in her Recovery pile.
Enervation: Arcane 8: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (1) = 11 -> Enervation recharged.
Zvarbel resets her hand.
Hand: Unholy Matrimony (B1), Magus Arcana, Blessing of Sivanah, Gallivance, Blessing of the Spellbound,
Displayed: Chain Mail,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 2
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 ([X] 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
Maznar's BoG used. One marker remaining on Hourglass.
Grimsnik's Heggal |
Loot: Ring of Protection
Hand: Cure, Binder's Tome, Blessing of the Spellbound, Chronicler, Fire Snake,
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"
"
Middle of Deck (Unknown Order): Ring of Protection, Tussah Silk Coat, Blessing of Gorum, Magical Child, Holy Light, Blessing of Nethys, Retainer, Mace, Magic Half-Plate, Surgeon, Life Drain
Recharged:
Discard Pile:
Buried Pile:
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.
Grimsnik's Heggal |
Hourglass: The Desert
When this is the hour: When you move during your move step, bury a card.
SOT- # of Markers- 1 Remove a marker # of markers = 0
Wisdom 4+2: 1d8 + 1 + 1d4 + 1d4 ⇒ (2) + 1 + (1) + (4) = 8 Reveal Chronicler. Maznar reveals Porcupine (c)
Explore: Mountain Card 3: Prayer Divine 3: 1d8 + 3 + 1d4 + 1d4 ⇒ (8) + 3 + (3) + (3) = 17 Reveal Chronicler. Maznar reveals Porcupine (c). Discard Prayer to examine top card then may explore- Allip. Don't have anything with Magic trait so not exploring.
Hand: Cure, Binder's Tome, Blessing of the Spellbound, Chronicler, Fire Snake,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"
"
Middle of Deck (Unknown Order): Mace, Magic Half-Plate, Ring of Protection, Magical Child, Retainer, Tussah Silk Coat, Surgeon, Life Drain, Blessing of Nethys, Holy Light, Blessing of Gorum
Recharged:
Discard Pile:
Buried Pile:
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.
Total # of Markers=0
Mountain #3 acquired
Mountain #4 Allip examined
Agna - Gimry |
========================
Agna starts her turn.
Hour: The Lost
Hour Power:When you would recharge a Magic boon, discard it instead.
Location: Mountain
Location Power:At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
Scenario Powers:
You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.
Survival Check
Survival 6(4+2): 1d8 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9
Survival - 1d8+3
Maznar's Aid - 1d4
No Markers, so summon Undeath on Wheels
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
Random Local: 1d4 ⇒ 1 ->Me
Dexterity 5: 1d8 + 1d4 ⇒ (4) + (2) = 6
Dexterity - 1d8
Maznar's Aid - 1d4
Constitution 7: 1d6 + 1d4 + 1d4 ⇒ (6) + (2) + (3) = 11
Constitution - 1d6
Squeeker (Pig) - 1d4
Maznar's Aid - 1d4
Recharge Sqeeker to add 1d4 to Con check
Defeated a barrier, so add a Marker to the Hourglass
Because it was summoned, it doesn't get shuffled into the location
Free Explore
Core Monster 1
Traits: Incorporeal Undead
To Defeat: Combat 14 OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Combat 14: 1d10 + 4 + 1d8 + 1 + 1d4 + 1d4 + 1d4 ⇒ (6) + 4 + (5) + 1 + (4) + (1) + (4) = 25
Combat(Melee) - 1d10+4
Cruel Longsword - 1d8+1
Maznar's Aid - 1d4
Bagheera (Snow Leopard) - 1d4
Binder's Tome - 1d4
Cruel Longsword has magic, so it's defeated
Recharge Squaker to explore again
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 Other Character: 1d3 ⇒ 1->Maznar faces Danger
Maznar already encountered Barrier 1, so I will encounter Barrier 2
Core Barrier 2
Traits: Magic Trap Trigger Veteran
To Defeat: Arcane Divine 6+# OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Arcane 12(6+2+2+2): 1d4 + 2d6 + 1d4 + 1d4 ⇒ (4) + (5, 6) + (1) + (4) = 20
Arcane - 1d4
Divine Insight - 2d6
Maznar's Aid - 1d4
Blessed - 1d4
Use Maznars Divine Insight, and recharge Heggals Spellbound
After dealing with the crocodile, I end up behind the rest of the crew and find the undead cart right in my heals. Luckily, I get out of the way just in time as the stench becomes overpowering. Unfortunately, an Allip from the cart jumps out and attacks.
Bagheera get to it first, but I quickly grab my Longsword to finish off the undead.
Wasting no time, I send Squaker ahead to scout out the path up the mountain. Unfortunately, Squaker sees nothing but traps ahead. I point one out to Maznar as I take care of some exploding runes.
End of Turn examine
Henchman Proxy A1
"
Hand: Warhammer, Cruel Longsword, Repelling Pike +1, Balmberry, Crow,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: Mountain
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2B?: N
Middle of Deck (Unknown Order): Bastard Sword, Covering Heavy Shield, Gorum's Iron, Our Lord In Iron, Masterwork Tools, Droogami, Main-Gauche, Abadar's Law
Recharged: Squeeker (Pig), Bagheera (Snow Leopard), Squaker (Crow),
Discard Pile:
Buried Pile:
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 4 and 5 from the Mountain
Added a Marker to the Mountain
Maznar needs to encounter Random Barrier 3
Used Maznars Divine Insight and Heggals Spellbound
Examined Card 6 of the Mountain - Henchman
Maznar |
During Agna's turn summon and encounter random barrier #3.
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.
divine 9 +2 revealing an animal: 1d10 + 1d4 + 5 ⇒ (7) + (2) + 5 = 14
Maznar attempts to recover all cards in their Recovery pile.
Divine Insight: Divine 8: 1d10 + 1d4 + 5 ⇒ (9) + (1) + 5 = 15 -> Divine Insight recharged.
Pass Cure to Heggal.
Lamashtu's Madness: When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. Remove a marker from the hourglass. 0 remain.
survival 4 +2 revealing an animal: 1d10 + 1d4 + 4 ⇒ (9) + (1) + 4 = 14
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
random character A/H/M/Z: 1d4 ⇒ 3
fortitude 5 revealing an animal: 1d8 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6
fortitude 7 revealing an animal, discarding The Theater to bless: 2d8 + 1d4 + 1 ⇒ (2, 7) + (1) + 1 = 11
Add a marker to the hourglass. Bury the top card of my deck to close: The Carnival. Everyone moves to Bridge.
Hand: Blessing of Gorum, Porcupine (Core), Holy Light (Core), Fireblade, Sonic Blast, Blessing of Milani, Glorious Warhammer,
Displayed: Gray Maiden Plate,
Deck: 3 Discard: 2 Buried: 2
"Current Location: Bridge
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.
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!"
"
Middle of Deck (Unknown Order): Mastiff
Recharged: Balmberry, Divine Insight,
Discard Pile:
Buried Pile:
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.
Mountain is closed.
Cure passed to Heggal.
wkover - Zvarbel |
Irori's Mastery. When this is the hour: On your blessed check, you may reroll any dice showing 1.
# counters on hourglass: 1. SOT: Remove counter.
Explore Bridge, encounter Cryptic Message.
Secret scribblings have been etched into the bridge's wooden slats.
Int 10 w/ banished barrier, Mz: 1d8 + 1d8 + 1 + 1d4 ⇒ (8) + (5) + 1 + (4) = 18 - barrier defeated and added to hand
Their scrambled meanings become clear, revealing portents of danger and confusion.
Per barrier, examine next 2 cards: Pit Trap and Confusion. Leave in that order.
Marker added to hourglass.
Discard Spellbound to explore, encounter Trap.
Dex 6 w/ banished barrier, Mz: 1d4 + 1d8 + 2 + 1d4 ⇒ (2) + (5) + 2 + (4) = 13 - defeated and added to hand
Free explore from barrier, encounter Confusion spell.
Arcane 6, Mz: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (2) = 11 - acquired
Its danger revealed, the party is able to bypass the thorny trap - also acquiring the scroll tucked into its triggering mechanism.
Reload cohort and bury Confusion to draw Fire Snake into hand from discards.
Hand: Fire Snake, Magus Arcana, Blessing of Sivanah, Gallivance, Thorny Adventures (B0),
Displayed: Chain Mail,
Deck: 11 Discard: 2 Buried: 1
Hero Points: 2
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 ([X] 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
One marker on hourglass. Top card of Bridge is card 4.
Grimsnik's Heggal |
OOT- Recharge Blessing of the Spellbound. Received Cure
Hourglass: Norgorber's Shadow
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
SOT- # of Markers=1 Remove a marker
Hand cure back to Maznar
Playing my cure on Maznar to heal the two cards in discard
Explore: Bridge #4. Shelyn's Song Divine 4+2: 1d8 + 3 + 1d4 + 1d4 ⇒ (4) + 3 + (2) + (3) = 12 Reveal Chronicler and Maznar reveals Porcupine (c). Discard Shelyn's Song to explore.
Bridge #5: Pixie Gang Dexterity 10: 1d6 + 1d4 + 1d4 + 3 ⇒ (2) + (4) + (2) + 3 = 11 Reveal Chronicler and Maznar reveals Porcupine (c). Three Local Players. Defeated by 1 so creature power does not trigger.
"Heggel ends His turn.
Heggel attempts to recover all cards in His Recovery pile.
Cure: Divine 8: 1d8 + 3 + 1d4 + 1d4 ⇒ (6) + 3 + (4) + (1) = 14 -> Cure recharged.
Heggel resets His hand."
Hand: Mace, Binder's Tome, Fire Snake, Chronicler, Magic Half-Plate,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"
"
Middle of Deck (Unknown Order): Surgeon, Magical Child, Holy Light, Tussah Silk Coat, Life Drain, Ring of Protection, Retainer, Blessing of Nethys, Blessing of Gorum
Recharged: Blessing of the Spellbound, Cure,
Discard Pile:
Buried Pile:
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.
# of Markers= 0
Maznar healed 2
Cure handed to Maznar
Bridge #6 is top card.
Agna - Gimry |
========================
Agna starts her turn.
Hour: The Waxworks
Hour Power:At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Location: Bridge
Location Power:Non-story banes cannot be evaded.
Scenario Powers:
You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.
No blessings, so become exhausted
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
Random Local: 1d4 ⇒ 4->Heggal gets hit
Dexterity 7: 1d8 + 1d4 ⇒ (8) + (2) = 10
Dexterity - 1d8
Maznar's Aid - 1d4
Add Marker to Hour Glass
Free Explore
Core Barrier 0
Traits: Task
To Defeat: Charisma Diplomacy 5 OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Survival 7: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (3) = 13
Survival - 1d8+3
Maznar's Aid - 1d4
Recharge Crow to explore again
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
Random Local: 1d4 ⇒ 3->Zvarbel gets hit
Dexterity 7: 1d8 + 1d4 ⇒ (8) + (1) = 9
Dexterity - 1d8
Maznar's Aid - 1d4
I can't close. No Allies, so the Undeath on Wheels is shuffled back in.
Banish Balmberry to heal and remove exhausted
Agna ends her turn.
Agna attempts to recover all cards in her Recovery pile.
Balmberry: Survival 8: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8 -> Balmberry recharged .
Agna resets her hand.
"
Hand: Warhammer, Cruel Longsword, Repelling Pike +1, Covering Heavy Shield, Our Lord In Iron,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Bridge
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2B?: N
Middle of Deck (Unknown Order): Gorum's Iron, Droogami, Squaker (Crow), Abadar's Law, Crow, Squeeker (Pig), Masterwork Tools, Blessing of the Gods, Bastard Sword, Main-Gauche, Bagheera (Snow Leopard)
Recharged: Balmberry,
Discard Pile:
Buried Pile:
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 6 from Bridge.
Cards 7 and 8 are shuffled.
Heggal and Zvarbel need to do a BYA check from the Undeath on Wheels
wkover - Zvarbel |
Out of turn: Undeath BYA.
Fort 5: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11 - pass, no combat damage
Grimsnik's Heggal |
Dex 5: 1d6 + 1d4 + 1d4 ⇒ (4) + (1) + (2) = 7 Reveal Chronicler and Maznar reveals Porcupine (c)
Maznar |
Off turn healed for 2 (Thanks!) and passed Cure. The Vision: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it. Remove a token from hourglass. 0 left.
random from the top: 1d2 ⇒ 1 Card 7 Undeath on Wheels. Non magic.
Pass Heggal Sonic Blast.
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
random character A/H/M/Z: 1d4 ⇒ 2
Heggal must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
fortitude 7 revealing an animal, discarding Blessing of Milani to bless: 2d8 + 1d4 + 1 ⇒ (3, 6) + (3) + 1 = 13
Add 1 counter to hourglass. 1 remains. Bury Porcupine (Core) to close. Everyone moves to Cliff.
Cure Heggal: 1d4 + 1 ⇒ (1) + 1 = 2
Maznar ends their turn.
Maznar attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d10 + 5 ⇒ (2) + 5 = 7 -> (5) Cure discarded.
Maznar resets their hand.
Hand: Blessing of Gorum, The Theater, Holy Light (Core), Fireblade, Divine Insight, Mastiff, Glorious Warhammer,
Displayed: Gray Maiden Plate,
Deck: 2 Discard: 2 Buried: 3
"Current Location: Cliff
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.Divine Insight: On any check to defeat a barrier, banish to add 2d6.
The Theater: On any check, discard to bless, and non-blessing Harrow boons may be freely played.
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!"
"
Middle of Deck (Unknown Order): Balmberry, Blessing of the Gods 1
Recharged:
Discard Pile:
Buried Pile:
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.
Bridge closed.
Heggal passed Sonic Blast. Then must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage. He is then healed for 2.
wkover - Zvarbel |
Hour: The Locksmith. On your check, you may recharge a card to replace all d4s with d8s.
Remove counter from hourglass at SOT. None left.
The Moon is high in the sky, reflecting off the lake at the base of the cliffside.
A man-wolf emerges from the water, sniffing and shaking.
Encounter Werewolf at Cliff.
Luckily the Moon is sliver-sized, otherwise the lycanthrope's power would be dramatically increased.
Combat 11 w/ Gallivance, Mz, Heg's Tome, recharging barrier per hour: 1d10 + 1 + 1d6 + 1 + 1d8 + 1d8 ⇒ (9) + 1 + (2) + 1 + (3) + (2) = 18 - final result is 14, per Cliff; monster is defeated
The vibrant beams from the minuscule moon infuse Beezle with power, and Beez's gallant slashes drive the wolfman away.
Discard Sivanah to explore, encounter Heavy Shield.
Fort 4: 1d8 + 2 + 1d4 ⇒ (7) + 2 + (2) = 11 - 9 w/ Cliff, acquired
Another day, another piece of found armor.
Hand: Fire Snake, Magus Arcana, Heavy Shield, Gallivance, The Empty Throne,
Displayed: Chain Mail,
Deck: 11 Discard: 3 Buried: 1
Hero Points: 2
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 ([X] 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
Zero counters remaining on hourglass. Top card of Cliff is card 3.
Grimsnik's Heggal |
OOT- Acquired Sonic Blast. Dex 5: 1d6 + 1d4 + 1d4 ⇒ (4) + (2) + (2) = 8 Reveal Chronicler and Maznar reveals Porcupine. Heal 2.
Hourglass: The Idiot
When this is the hour: When you fail a check, suffer the scourge Drained.
SOT- No markers to remove. Encountering
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
Random local H/A/M/Z: 1d4 ⇒ 4 Zvarbel must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
Dex 7: 1d8 + 3 + 1d4 + 1d4 ⇒ (3) + 3 + (1) + (3) = 10 Play Fire Snake. Reveal Chronicler and Maznar reveals Mastiff. Total is 9 after location power. Add marker to hourglass.
Explore: Cliff Card 3: The Winged Serpent Melee 4+2: 1d8 + 3 + 1d4 + 1d4 ⇒ (7) + 3 + (3) + (3) = 16 Reveal Chronicler and Maznar reveals Mastiff. Discard The Winged Serpent to examine top card and explore.
Cliff Card 4:
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
Combat 13: 1d8 + 3 + 2d6 + 1d4 + 1d4 + 1d4 ⇒ (1) + 3 + (4, 6) + (4) + (1) + (4) = 23 Play Sonic Blast. Reveal Binder's Tome and Chronicler. Maznar reveals Mastiff
"Heggel ends His turn.
Heggel attempts to recover all cards in His Recovery pile.
Fire Snake: Divine 8: 1d8 + 3 + 1d4 + 1d4 ⇒ (7) + 3 + (4) + (3) = 17 -> Fire Snake recharged.
Sonic Blast: Divine 10: 1d8 + 3 + 1d4 + 1d4 ⇒ (6) + 3 + (3) + (3) = 15 -> Sonic Blast recharged.
Heggel resets His hand."
Hand: Mace, Binder's Tome, Shelyn's Song, Chronicler, Magic Half-Plate,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"
"
Middle of Deck (Unknown Order): Retainer, Cure, Blessing of Gorum, Blessing of the Spellbound, Tussah Silk Coat, Blessing of Nethys, Ring of Protection, Surgeon, Life Drain, Holy Light, Magical Child, Prayer
Recharged: Fire Snake, Sonic Blast,
Discard Pile:
Buried Pile:
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.
Cliff #5 on top
Hourglass has 1 marker
wkover - Zvarbel |
Out of turn Undeath.
Fort 5: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11 - pass, no combat damage
Agna - Gimry |
========================
Agna starts her turn.
Hour: The Trumpet
Hour Power:Ignore cards' before acting powers.
Location: Cliff
Location Power:On your check, if any die shows a 1 or 2, count it as 0.
Scenario Powers:
You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.
Start of Turn Remove Marker: Remaining: 0
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.
Melee 6: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16
Melee - 1d10+4
Maznar's Aid - 1d4
Discard Our Lord in Iron to explore again: reroll all 1s on combat checks
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.
Perception 7(4+2+1): 1d8 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 8 with Cliff
Perception - 1d8+3
Maznar's Aid - 1d4
Draw the Trumpet. Hour reverts to the Idiot
Discard the Trumpet to explore again
CotCT Monster 1
Traits: Aquatic Boggard
To Defeat: Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Combat 10: 1d10 + 4 + 1d8 + 1 + 1d4 + 1d4 + 1d4 ⇒ (2) + 4 + (6) + 1 + (2) + (3) + (3) = 21 17 with Cliff
Combat(Melee) - 1d10+4
Cruel Longsword - 1d8+1
Reload - 1d4
Maznar's Aid - 1d4
Starknife - 1d4
As we continue to scale the cliffs, I come across a mad man talking about how Gorum would destroy us all! Little does he know, I travel with the power of Gorum constantly by my side. With little time to spare for such musings, I head off only to run into a Boggard obviously quite far from home. The Boggard proves no match for my sword, but as soon as I take down the Boggard, I realize that the Undeath on Wheels are right on top of us!
"
Hand: Warhammer, Cruel Longsword, Repelling Pike +1, Covering Heavy Shield, Crow,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: Cliff
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2B?: N
Middle of Deck (Unknown Order): Squeeker (Pig), Bagheera (Snow Leopard), Gorum's Iron, Abadar's Law, Masterwork Tools, Blessing of the Gods, Main-Gauche, Droogami, Bastard Sword, Squaker (Crow)
Recharged: Balmberry, Starknife,
Discard Pile:
Buried Pile:
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
Add Marker for defeating Mad Prophet
Acquired Cliff card 5
Banished Card 6 and 7 from the Cliff
Card 8 is all that's left in the Cliff
Acquired the Trumpet from the top of the Hour Discard Pile
Maznar |
Turn 14/The Brass Dwarf: When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. Remove an hourglass marker. 0 left.
Pass Glorious Warhammer to Heggal.
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
random character A/H/M/Z: 1d4 ⇒ 1
Agna must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
fortitude 7 revealing an animal for my power, casting Divine Insight: 1d8 + 1d4 + 2d6 + 1 ⇒ (2) + (2) + (5, 5) + 1 = 15
11 succeeds. Add 1 Marker to the hourglass. 1 remaining.
combat damage to close: 1d6 ⇒ 2
Draw Gray Maiden Plate to prevent it. Everyone moves to Dungeons. Display Gray Maiden Plate. End turn.
Maznar ends their turn.
Maznar attempts to recover all cards in their Recovery pile.
Divine Insight: Divine 8: 1d10 + 1d4 + 5 ⇒ (1) + (2) + 5 = 8 -> Divine Insight recharged.
Maznar resets their hand.
Hand: Blessing of Gorum, The Theater, Holy Light (Core), Fireblade, Blessing of the Gods 1, Mastiff, Balmberry,
Displayed: Gray Maiden Plate,
Deck: 1 Discard: 2 Buried: 3
"Current Location: Cliff
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.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.
The Theater: On any check, discard to bless, and non-blessing Harrow boons may be freely played.
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!"
"
Middle of Deck (Unknown Order): 0
Recharged: Divine Insight,
Discard Pile:
Buried Pile:
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.
Cliff closed.
Heggal passed Glorious Warhammer.
1 marker on hourglass.
wkover - Zvarbel |
Hour: The Owl (card 15). Your Survival check is blessed.
SOT: Remove marker from hourglass. None remaining. Give heavy shield to Maznar.
Sensing that Maznar could use additional protection, Beez tosses him a broad shield.
"May it serve you as well as it served me!" Beezle smiles.
Explore Dungeon, encounter Deadfall Scorpion.
A stingered menace guards the dungeon entrance...
Combat 15 (13+2) w/ Gallivance, reloaded cohort, Mz, Tome: 1d10 + 1 + 1d6 + 1 + 1d8 + 2d4 ⇒ (5) + 1 + (2) + 1 + (7) + (4, 2) = 22 - defeated
... but the party works together to reduce it to size, one segmented body part at a time.
Discard Fire Snake for AYA poison damage. Discard Empty Throne to explore, encounter Proxy A.
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
Before entering the dark dungeon, the frenzied wagon tears past.
"I'll catch it!" the excited magus screams.
Who deals with BYA? (1=Zvarbel): 1d4 ⇒ 1 - Me
Fort 5 w/ Mz: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 - pass
Ask Heggal for Shelyn blessing.
Fort 7 w/ Mz, blessing: 1d8 + 2 + 1d4 + 1d8 ⇒ (6) + 2 + (1) + (6) = 15 - defeated
Marker added to hourglass.
Need to summon a random barrier to close (random barrier #4): Cutpurse Gang.
CotCT Barrier 0
Traits: Obstacle
To Defeat: Wisdom Perception Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Everyone needs to do Cutpurse Gang BYA. Asking Maznar for blessing.
Wis 5 to defeat barrier w/ blessing, Mz: 1d6 + 1d4 + 1d6 ⇒ (4) + (1) + (1) = 6
Beez knocks a wheel off the wagon, but then the party is harried by a gang of thieves. Distracted, the Pathfinders are unable to derail the deathwagon permanently.
Hand: Magus Arcana, Burly Merle (Bodyguard), Pyrotechnic Blast, Gallivance, Glorious Warhammer, Prophesize,
Displayed: Chain Mail,
Deck: 7 Discard: 5 Buried: 1
Hero Points: 2
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 ([X] 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 owes Undeath BYA from Maznar's turn. Heavy Shield given to Maznar. Support used: Heggal's Shelyn blessing, Maznar blessing. Everyone needs to do Cutpurse Gang BYA. Dungeons is closed. Everyone moves to Storehouse (note extra hand size). Everyone can draw a card from Dungeons close. One marker remaining.
Grimsnik's Heggal |
Wisdom 5: 1d8 + 1 + 1d4 + 1d4 ⇒ (8) + 1 + (4) + (3) = 16 Reveal Chronicler and Maznar reveals Mastiff
Draw Prayer upon close of Dungeon.
Hourglass: Sands of the Hour
When this is the hour: No effect.
SOT- Remove marker off hourglass.
Give Glorious Warhammer back to Maznar.
Explore: Storehouse Card 1: Humanbane Rapier Melee 11: 1d8 + 3 + 1d4 + 1d4 ⇒ (3) + 3 + (3) + (1) = 10 Promo Re-roll the 1: 1d4 + 9 ⇒ (2) + 9 = 11 Reveal Chronicler and Maznar reveals Mastiff. Discard Prayer to examine top card then explore.
Storehouse Card 2: Quilted Cloth Armor Con 3: 1d6 + 1d4 + 1d4 ⇒ (5) + (1) + (2) = 8 Reveal Chronicler and Maznar reveals Mastiff. Display Armor
EOT- discard Mace
Hand: Humanbane Rapier, Magic Half-Plate, Binder's Tome, Chronicler, Blessing of Gorum, Blessing of Nethys,
Displayed: Quilted Cloth Armor,
Deck: 11 Discard: 4 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Used; Gamemat: Available"
"
Middle of Deck (Unknown Order): Magical Child, Holy Light, Ring of Protection, Tussah Silk Coat, Retainer, Life Drain, Blessing of the Spellbound, Surgeon, Cure
Recharged: Fire Snake, Sonic Blast,
Discard Pile:
Buried Pile:
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.
Glorious Warhammer giving back to Maznar
No markers on hourglass
Storehouse #3 is on top
Maznar |
Discard The Theater during Zvarbel's turn. Possibly receive Heavy Shield.
wisdom 5 revealing an animal for my power: 1d10 + 1d4 + 2 ⇒ (1) + (3) + 2 = 6
Draw a card on Dungeon close: Divine Insight.
Agna - Gimry |
OFF-TURN ACTIONS:
Undeath on Wheels BYA - Maznars turn
Dexterity 5: 1d8 + 1d4 ⇒ (1) + (1) = 2
Dexterity - 1d8
Maznar's Aid - 1d4
Combat Damage: 1d4 ⇒ 1
Reveal Shield to block damage
Cutpurse Gang BYA
Wisdom 5: 1d8 + 1d4 ⇒ (3) + (3) = 6
Wisdom - 1d8
Maznar's Aid - 1d4
Draw Abadars Law on Dungeons closing
========================
Agna starts her turn.
Hour: Sands of the Hour
Hour Power:No effect.
Location: Storehouse
Location Power:Treat your hand size as 1 larger.
Scenario Powers:
You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.
No Markers on Hourglass
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
Random Local(A/M/Z/H): 1d4 ⇒ 4->Heggal gets hit
Dexterity 7: 1d8 + 1d8 + 1d4 ⇒ (3) + (1) + (1) = 5
Dexterity - 1d8
Blessed - 1d8
Maznar's Aid - 1d4
Use my Abadar's Law to bless
Paizo ReRoll the d8
Dexterity 7: 3 + 1d8 + 1 ⇒ 3 + (4) + 1 = 8
Free Explore
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.
Melee 12(10+2): 1d10 + 4 + 1d8 + 1d4 ⇒ (8) + 4 + (8) + (1) = 21
Melee - 1d10+4
Bludgeoning - 1d8
Maznar's Aid - 1d4
Recharge Warhammer(Bludgeoning) to add 1d8
Barrier lets me explore again
Core Item 0
Traits: Tool
To Acquire: Dexterity Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Dexterity 4: 1d8 + 1d4 ⇒ (8) + (4) = 12
Dexterity - 1d8
Maznar's Aid - 1d4
Recharge Crow to explore again
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.
Random Local(A/M/Z/H): 1d4 ⇒ 2->Maznar gets hit
Dexterity 7: 1d8 + 1d8 + 1d4 ⇒ (5) + (7) + (2) = 14
Dexterity - 1d8
Blessed - 1d8
Maznar's Aid - 1d4
Use Heggal's Gorum to bless
Discard Hand to close
We Win
BR skizzerz |
Development
After a series of zigs, a scatter of zags and a healthy dose of all-out sprinting, you finally spy an out: one side of a fork in the path leads to a large stone structure; the other side dead-ends quickly against the wall of Kaer Maga. It will require perfect timing but, fortunately for you, Pathfinders are known for just that (among a great many other heroic attributes).
You wait until the last moment and hurl yourself to the side, arriving in a heap at the door of a squat, sturdy-looking building at the beginning of the Bis neighborhood. A terrific crash breaks the night as the horrific cacophony of hooves and wheels finally comes to an end. Dovzar’s Curios and Curiosities sure produced a curious night.
Reward
Each character gains 1 XP and 1 Hero Point.
Loot: the blessings The Avalanche and The Cricket.
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
Confusion (Spell 0)
Heavy Shield (Armor 0)
Humanbane Rapier (Weapon 2)
Magic Klar (Armor 2)
Prayer (Blessing 0)
Quilted Cloth Armor (Armor 0)
Shelyn's Song (Blessing 1)
Starknife (Weapon 0)
The Theater (Blessing 2)
The Trumpet (Blessing 1)
The Winged Serpent (Blessing 1)
Theives' Tools (Item 0)
Weapon 20
Spell 0
Armor 200
Item 0
Blessing 21110
BR skizzerz |
7-2C: Unconventional Allies
The tumble at the terminus of the chase is certainly going to leave a mark, but you have escaped with your life.
As you draw yourself to your feet and begin to readjust your jumbled gear, your eyes settle on the banded iron oak door before you. Set heavily in its frame, it towers eight feet tall, guarding a great stone bunkerlike structure that looms over you in the night. A bronze badge is set into the wood at eye height, depicting a set of doors carved with runes too tiny to make out.
This is no great mystery to solve. It is the badge of the Duskwardens, and these are the doors to their guild house. Your brief moment of epiphany is cut short as the door is pulled open from the inside and a tall and sickly pale human sticks their head out.
“What was that crash? Is everyone alright?” The voice is calm but worn rough by many hardships.
You find yourself stammering for a moment trying to explain the situation you have just escaped from, but after a pause, you are able to convey the happenings in the walled city. For a time the listener is silent, then they swing the door open and say, “Well, you ought to come inside. No sense in having you lot on the streets causing more mayhem.”
Inside, the guildhall is dimly lit by a pair of candles on a central wood table. The figure holds a finger to their lips and looks up at the ceiling. “Many of us are asleep upstairs, so keep your voices down. I’m Balok, by the way.”
As you sit around the table, Balok relays some startling information: the Halflight Path has become even more dangerous than usual, rampant with chaotic reanimations, both humanoid and beast, threatening the Duskwardens. In particular, this night has seen more reanimations than any night in recent memory. Balok doesn’t seem convinced when you mention your interest in the events. Instead, they suggest that you stay for the night to remain safe and off the streets, away from the undead. You quickly realize that if you are to pursue this trail of undeath under the city to the source, you’ll need to convince the Duskwardens that you are capable of such a task. After all, they control the only access to the Halflight Path, the massive complex of ancient passageways beneath the city.
BR skizzerz |
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 building the locations, shuffle an additional ally into each.
During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.
When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Danger: Make Your Case
Villain: None
Henchmen (Closing): Make Your Case - Proxy A
Scenario's Harrow Suit: Shields (The Sickness)
Scenario's #: 2
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
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
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
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.
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
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
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
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.
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.
Roll 1d6 and encounter the story bane listed below.
1 - 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
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
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
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
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
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.
Make Your Case (Closing Henchman, Proxy A)
Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.
Monster 1
CotCT Monster 1
Traits: Human Rogue Veteran
To Defeat: Combat 9+## OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 2
Core Monster 0
Traits: Undead Zombie Veteran
To Defeat: Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 3
CotCT Monster 2
Traits: Animal
To Defeat: Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Monster 4
Core Monster 1
Traits: Swarm Vermin Trigger
To Defeat: Combat 10 OR Constitution Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Monster 5
CotCT Monster 1
Traits: Swarm Vermin
To Defeat: Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Barrier 1
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.
Barrier 2
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
Core Barrier 2
Traits: Lock Obstacle
To Defeat: Dexterity Diplomacy Disable Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Barrier 4
CotCT Barrier 2
Traits: Lock Trigger
To Defeat: Wisdom Disable Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Barrier 5
Core Barrier 2
Traits: Cache
To Defeat: Intelligence Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Weapon 1
Core Weapon 0
Traits: Bow Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Weapon 2
Core Weapon 0
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Core Weapon 1
Traits: Finesse Magic Melee Piercing Swashbuckling Sword
To Acquire: Strength Acrobatics Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Weapon 4
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
Core Weapon 2
Traits: 2-Handed Electricity Magic Melee Polearm Slashing
To Acquire: Strength Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 1
CotCT Spell 2
Traits: Arcane Attack Cold Divine Magic Undead
To Acquire: Intelligence Wisdom Arcane Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 2
CotCT Spell 1
Traits: Divine Magic Healing
To Acquire: WisdomDivine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 3
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.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 4
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 5
CotCT Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Armor 1
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 2
Core Armor 1
Traits: Offhand Shield
To Acquire: Constitution Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Core Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Armor 4
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 5
CotCT Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Item 1
Core Item 1
Traits: Magic Object
To Acquire: Wisdom Divine 10
Bury to draw the hour. You may not play this during an encounter.
Item 2
CotCT Item 1
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Item 3
Core Item 2
Traits: Accessory Magic
To Acquire: Intelligence Wisdom Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 4
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 5
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.
Ally 1
Core Ally 2
Traits: Animal Mount
To Acquire: Wisdom Charisma Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Ally 2
CotCT Ally 1
Traits: Human Rogue Trigger
To Acquire:
CharismaDiplomacyStealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Ally 3
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 4
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
Core Ally 0
Traits: Animal
To Acquire: Wisdom Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Blessing 1
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.
Blessing 2
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.
Blessing 3
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.
Blessing 4
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
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Turn 1 Zvarbel/wkover
Hour Power: When a character moves on their turn, each other local character may move with them.
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire: Dexterity Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Cards Remaining in Hourglass: 29
Turn 2 Heggal/Grimsnik
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 3 Agna/Gimry
Core Blessing 1
Traits: Deity: Calistria Divine Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire: Charisma Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Turn 4 Zvarbel/wkover
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire: Charisma Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Turn 5 Heggal/Grimsnik
Core Blessing 1
Traits: Deity: Cayden Cailean Divine Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire: Charisma Divine Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Turn 6 Agna/Gimry
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire: Wisdom Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Turn 7 Zvarbel/wkover
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 8 Heggal/Grimsnik
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 9 Agna/Gimry
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: On your Strength check, add 2.
To Acquire: Strength Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Turn 10 Zvarbel/wkover
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 11 Heggal/Grimsnik
Core Blessing 1
Traits: Deity: Sarenrae Divine Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire: Wisdom Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Turn 12 Agna/Gimry
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 13 Zvarbel/wkover
Core Blessing 1
Traits: Deity: Gorum Divine Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire: Divine Melee Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Turn 14 Heggal/Grimsnik
Core Blessing 2
Traits: Deity: Asmodeus Divine Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire: Charisma Diplomacy Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Turn 15 Agna/Gimry
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.
Turn 16 Zvarbel/wkover
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 17 Heggal/Grimsnik
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 Agna/Gimry
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire: Dexterity Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Turn 19 Zvarbel/wkover
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire: Strength Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Turn 20 Heggal/Grimsnik
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 21 Agna/Gimry
Core Blessing 1
Traits: Deity: Abadar Divine Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire: Diplomacy Disable Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Turn 22 Zvarbel/wkover
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 23 Heggal/Grimsnik
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire: Wisdom Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Turn 24 Agna/Gimry
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.
Turn 25 Zvarbel/wkover
Core Blessing 1
Traits: Deity: Cayden Cailean Divine Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire: Charisma Divine Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Turn 26 Heggal/Grimsnik
Core Blessing 1
Traits: Deity: Iomedae Divine Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire: Charisma Diplomacy Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Turn 27 Agna/Gimry
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire: Strength Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Turn 28 Zvarbel/wkover
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.
Turn 29 Heggal/Grimsnik
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.
Turn 30 Agna/Gimry
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.
Arsenal
Traits: Underground Urban
At This Location (Open): On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 1 Ba: 1 W: 3 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core Weapon 2
Traits: Finesse Knife Magic Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Weapon 0
Traits: Ranged Sling
To Acquire: Dexterity Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
CotCT Ally 0
Traits: Human Medium Harrow
To Acquire: Charisma Diplomacy 4 OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Item 1
Traits: Divine Healing Magic Staff
To Acquire: Wisdom Divine 7
Recharge to heal a local character a card.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
CotCT Barrier 1
Traits: Obstacle
To Defeat: Dexterity Acrobatics 5 OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: On your combat check, add 1 for each weapon played.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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 the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Hospice
Traits: Urban
At This Location (Open): If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen's Physician.
When Permanently Closed: Remove 1 of your scourges.
M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None
Core Spell 1
Traits: Arcane Magic
To Acquire: Intelligence Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
None Ally 2
Traits: Loot Human Ranger
To Acquire: Charisma Diplomacy 10 None Perception Ranged 8
Reload to examine the top card of your location, then you may shuffle your location deck.
Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Barrier 1
Traits: Obstacle Veteran
To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
CotCT Ally 2
Traits: Human Medium Harrow
To Acquire: Charisma Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Spell 2
Traits: Arcane Attack Divine Fire Magic
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
CotCT Item 2
Traits: Accessory Magic
To Acquire: Intelligence Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Spell 0
Traits: Acid Arcane Attack Magic
To Acquire: Intelligence Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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 the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Office
Traits: Urban
At This Location (Open): When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Item 0
Traits: Object
To Acquire: Dexterity Disable 4
When a local character encounters a monster, discard; they evade it.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
CotCT Spell 1
Traits: Arcane Attack Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
CotCT Weapon 2
Traits: Finesse Knife Magic Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
CotCT Ally 2
Traits: Fighter Human
To Acquire: Strength Melee 10 THEN Charisma Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
CotCT Ally 1
Traits: Human Aristocrat
To Acquire: Charisma Diplomacy 8 OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
CotCT Barrier 2
Traits: Skirmish Veteran
To Defeat: None
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Item 2
Traits: Alchemical Attack Fire Object
To Acquire: Intelligence Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Chambers
Traits: Underground Urban
At This Location (Open): When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Core Ally 1
Traits: Construct
To Acquire: Intelligence Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
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 the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
CotCT Spell 2
Traits: Arcane Attack Magic Undead
To Acquire: Intelligence Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
CotCT Spell 2
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core Ally 0
Traits: Animal
To Acquire: Wisdom Fortitude Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
CotCT Item 1
Traits: Acid Arcane Attack Magic Wand
To Acquire: Intelligence Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Core Item 2
Traits: Accessory Magic
To Acquire: Strength Dexterity Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
Core Monster 2
Traits: Aberration
To Defeat: Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Barrier 1
Traits: Trap
To Defeat: Dexterity Acrobatics Disable Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Tenement
Traits: Urban
At This Location (Open): On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: None
Core Barrier 1
Traits: Task
To Defeat: Charisma Diplomacy Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: On your check to acquire an ally, you may bury a boon to add 1d8.
Core Barrier 2
Traits: Task Trigger Undead Veteran
To Defeat: Charisma Diplomacy 8+# OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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 the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Ally 0
Traits: Animal
To Acquire: Wisdom Stealth Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: On your check to acquire an ally, you may bury a boon to add 1d8.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Diplomacy Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Core Ally 0
Traits: Animal
To Acquire: Wisdom Arcane Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: On your check to acquire an ally, you may bury a boon to add 1d8.
Core Weapon 0
Traits: Axe Melee
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
wkover - Zvarbel |
Start @ Arsenal. Taking Enervation, Leech loot. Also taking Soothing Word for DD reward.
Hand: Blessing of Sivanah, Blessing of Abraxas, Enervation, The Empty Throne, Call Weapon, Magus Arcana,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
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 ([X] 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 - Gimry |
Start at Hospice
I am weaponless, so use up my Gorums Iron and Bagheera
"
Hand: Gorum's Iron, Abadar's Law, Bagheera (Snow Leopard), Squaker (Crow), Squeeker (Pig),
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Hospice
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2C?: N
Middle of Deck (Unknown Order): Bastard Sword, Balmberry, Blessing of the Gods, Our Lord In Iron, Main-Gauche +1, Cruel Longsword, Covering Heavy Shield, Droogami, Masterwork Tools, Main-Gauche, Repelling Pike +1
Recharged:
Discard Pile:
Buried Pile:
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 (☑ +1) 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.
Grimsnik's Heggal |
Starting location: Office
Loot: Ring of Protection replaces Bestiary of Garund
Hand: Magic Half-Plate, Ring of Protection, Surgeon, Flaming Scimitar +1, Mace,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Used; Gamemat: Available"
"
Middle of Deck (Unknown Order): Retainer, Blessing of Nethys, Chronicler, Blessing of the Spellbound, Blessing of Gorum, Fire Snake, Life Drain, Holy Light, Tussah Silk Coat, Cure, Binder's Tome, Magical Child
Recharged:
Discard Pile:
Buried Pile:
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.
wkover - Zvarbel |
Hour: Cricket.
At start of turn, per scenario, examine the top card of every location.
Arsenal: Lucky Starknife (card 1)
Hospice: Invisibility (card 1)
Office: Henchman proxy (card 1)
Chambers: Clockwork Ally (card 1)
Tenement: Ingratiating Minion (card 1)
Banish Invisibility, per scenario.
Stay at Arsenal, encounter Lucky Starknife.
Asking Agna to recharge Abadar's Law.
Str 11: 2d10 + 2 ⇒ (8, 10) + 2 = 20 - weapon 2 acquired
Discard Empty Throne to explore, encounter Sling.
Dex 3: 1d4 ⇒ 2 - reload cohort to reroll
Dex 3: 1d4 ⇒ 4 - sling acquired
Cast Call weapon to grab Gallivance.
Discard Abraxas to explore, encounter Heavy Shield.
Fort 4: 1d8 + 2 ⇒ (3) + 2 = 5 - acquired
Zvarbel ends her turn.
Zvarbel attempts to recover all cards in her Recovery pile.
Call Weapon: Arcane 6: 1d8 + 3 ⇒ (3) + 3 = 6 -> Call Weapon recharged.
Zvarbel discards Sling and resets her hand.
Hand: Blessing of Sivanah, Heavy Shield, Enervation, Lucky Starknife, Gallivance,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 2
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 ([X] 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's Abadar blessing is recharged.
Arsenal: Unknown (card 4)
Hospice: Unknown (card 2)
Office: Henchman proxy (card 1)
Chambers: Clockwork Ally (card 1)
Tenement: Ingratiating Minion (card 1)
Grimsnik's Heggal |
Hourglass: The Rakshasa
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
SOT: Examine top card of each location
Arsenal: Harrower (card 4)
Hospice: Duskwardent Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Clockwork Ally (card 1)
Tenement: Ingratiating Minion (card 1)
Move: Tenement
Explore: Tenement Card 1: Ingratiating Minion Diplomacy 7: 1d10 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7 Reveal Surgeon for +1d4. Examine top card-Guide
Hand: Magic Half-Plate, Ring of Protection, Surgeon, Flaming Scimitar +1, Mace,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Used; Gamemat: Available"
"
Middle of Deck (Unknown Order): Blessing of Nethys, Chronicler, Retainer, Tussah Silk Coat, Holy Light, Life Drain, Magical Child, Blessing of the Spellbound, Fire Snake, Blessing of Gorum, Binder's Tome, Cure
Recharged:
Discard Pile:
Buried Pile:
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.
Arsenal: Harrower (card 4)
Hospice: Duskwardent Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Clockwork Ally (card 1)
Tenement: Guide (card 2)
Agna - Gimry |
========================
Agna starts her turn.
Hour: Calistria's Sting
Hour Power:You may avenge by discarding a card.
Location: Hospice
Location Power:If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
Scenario Powers:
SoT Examine:
Arsenal: Harrower (card 4)
Hospice: Duskwardent Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Clockwork Ally (card 1)
Tenement: Guide (card 2)
Banish Clockwork Servant
Move to Arsenal to grab weapon from Zvarbel
CotCT Ally 0
Traits: Human Medium Harrow
To Acquire: Charisma Diplomacy 4 OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Charisma 4: 1d6 + 1d4 ⇒ (4) + (2) = 6
Charisma - 1d6
Squeeker (Pig) - 1d4
Use Harrower to examine/explore
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.
Survival 5: 1d8 + 3 ⇒ (4) + 3 = 7
Survival - 1d8+3
Since Zvarbel will examine the top of the location on their turn, I will use my power to examine the bottom of the location
Arsenal Card 11 - Make Your Case (Closing Henchman, Proxy A)
Needing a break from the Hospice, I head on over to the Arsenal to check out their collection of weapons. Upon arriving, however, I find a Harrower roaming the halls. Not something I expected in the Arsenal to be sure. One look at the cuteness of Squeeker though, and the Harrower was willing to give me the low down of the area. Of particular note is that the Duskwarden in charge was clear on the other side of the Arsenal. As Zvarbel and I head over there, I spy the tracks of a small fox. I tell Zvarbel to go ahead while I make sure that this fox is OK.
"
Hand: Balmberry, Bagheera (Snow Leopard), Squaker (Crow), Fox, Gorum's Iron,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Arsenal
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2C?: N
Middle of Deck (Unknown Order): Main-Gauche, Cruel Longsword, Blessing of the Gods, Masterwork Tools, Repelling Pike +1, Droogami, Covering Heavy Shield, Our Lord In Iron, Bastard Sword, Main-Gauche +1
Recharged: Abadar's Law, Squeeker (Pig),
Discard Pile:
Buried Pile:
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 (☑ +1) 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
Acquired cards 4 and 5 from the Arsenal
End of Turn State
Arsenal: UNKNOWN (card 6)
Hospice: Duskwardent Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: UNKNOWN (card 2)
Tenement: Guide (card 2)
wkover - Zvarbel |
Hour: The Twin. On your check, the first item or ally played is played freely.
Give Starknife to Agna.
Agna looks forlorn, so Beez cheers her up with a stabby gift! So thoughtful.
Examine top cards of Arsenal, Chambers per scenario.
Arsenal: Staff of Minor Healing (card 6)
Hospice: Duskwarden Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Henchman Proxy (card 2)
Tenement: Guide (card 2)
Bottom card of Arsenal is Henchman proxy (card 11).
Per scenario, banish Staff of Minor Healing. Stay @ Arsenal and explore, encounter Warhammer.
Str 6: 1d10 + 2 ⇒ (6) + 2 = 8 - acquired
Beezle breaks a backscratcher by applying too much pressure, so she grabs a hammer to keep the itch at bay.
Hand: Blessing of Sivanah, Heavy Shield, Enervation, Warhammer, Gallivance,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 2
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 ([X] 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 receives Starknife.
Arsenal: UNKNOWN (card 8)
Hospice: Duskwarden Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Henchman Proxy (card 2)
Tenement: Guide (card 2)
Bottom card of Arsenal is Henchman proxy (card 11).
Grimsnik's Heggal |
Hourglass: Cayden Cailean's Revelry
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
SOT:
Arsenal: Tangle of Debris (card 8)
Hospice: Duskwarden Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Henchman Proxy (card 2)
Tenement: Guide (card 2)
Move: no
Explore: Tenement Card 2:
Guide Diplomacy 5: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (4) = 11 Reveal Surgeon. Discard Mace for Scenario power. Discard Guide to explore.
Tenement Card 3: Haunt Divine 6+2: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12 Reveal Surgeon
Hand: Magic Half-Plate, Ring of Protection, Surgeon, Flaming Scimitar +1, Blessing of Gorum,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"
"
Middle of Deck (Unknown Order): Fire Snake, Blessing of Nethys, Tussah Silk Coat, Life Drain, Retainer, Chronicler, Holy Light, Magical Child, Blessing of the Spellbound, Binder's Tome, Cure
Recharged:
Discard Pile:
Buried Pile:
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.
Tenement #2 Acquired
Tenement #3 Banished
Arsenal: Tangle of Debris (card 8)
Hospice: Duskwarden Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Henchman Proxy (card 2)
Tenement: Unknown (card 4)
Examined card: Arsenal #11- Henchman Proxy
Agna - Gimry |
========================
Agna starts her turn.
Hour: The Eclipse
Hour Power:On your Intelligence or Wisdom check, the difficulty is increased by 3.
Location: Arsenal
Location Power:On your combat check, add 1 for each weapon played.
Scenario Powers:
Start of Turn Examines:
Arsenal: Tangle of Debris (card 8)
Hospice: Duskwarden Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Henchman Proxy (card 2)
Tenement: Henchman Proxy (card 4)
Yuck, what an awful hour
CotCT Barrier 1
Traits: Obstacle
To Defeat: Dexterity Acrobatics 5 OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Dexterity 5: 1d8 + 1d8 ⇒ (4) + (4) = 8
Dexterity - 1d8
Blessed - 1d8
Discard Gorums Iron to bless
Recharge Fox to explore
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: On your combat check, add 1 for each weapon played.
Survival 9(6+3): 1d8 + 3 + 1d4 ⇒ (7) + 3 + (2) = 12
Survival - 1d8+3
Fox - 1d4
Recharge Squaker to explore again
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
I can't get this, but I do have Stealth so I will recharge balmberry from the scenario power
As I make my way through a tangle of debris to help the Fox, I quickly spot the bigger problem. A Dire Badger was threatening the area. After scaring the badger away, the fox and I run over to catch up with Zvarbel who is waiting outside the door to the Duskwardens office.
"
Hand: Lucky Starknife, Repelling Pike +1, Bagheera (Snow Leopard), Our Lord In Iron, Blessing of the Gods,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: Arsenal
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2C?: N
Middle of Deck (Unknown Order): Bastard Sword, Covering Heavy Shield, Masterwork Tools, Cruel Longsword, Droogami, Main-Gauche +1, Main-Gauche
Recharged: Abadar's Law, Squeeker (Pig), Fox, Squaker (Crow), Balmberry,
Discard Pile:
Buried Pile:
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 (☑ +1) 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 State
Arsenal: Henchman Proxy (card 11)
Hospice: Duskwarden Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Henchman Proxy (card 2)
Tenement: Henchman Proxy (card 4)
End of Turn Summary
Banished Cards 8-10 of the Arsenal
wkover - Zvarbel |
Hour: Prayer.
Arsenal: Henchman Proxy (card 11)
Hospice: Duskwarden Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Henchman Proxy (card 2)
Tenement: Henchman Proxy (card 4)
Zvarbel notices a butterfly, so she waves absently at Agna and leaves.
She eventually arrives at the Tenement, out of breath but inspired by the fluttery beauty.
Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.
An officer of the law stops Beez, wondering why she's trespassing.
Case BYA: 1d4 ⇒ 2 - Fortitude!
Fort 4: 1d8 + 2 ⇒ (3) + 2 = 5 - pass
Cha 10 w/ my Sivanah: 3d6 ⇒ (2, 1, 3) = 6 - Paizo reroll
Cha 10 w/ my Sivanah: 1d6 + 5 ⇒ (1) + 5 = 6 - Hero point
Cha 10 w/ my Sivanah: 3d6 ⇒ (2, 1, 3) = 6 - fail again
Now rolling d6 after the check.
After the check roll: 1d6 ⇒ 6 - adding 6 (12 total), passed the check finally! Barrier added to hand
The constable was doomed to failure, as Beezle's smile invariably allows her to escape disciplinary action.
Bury Hammer to close location.
Hand: Making the Case (B2), Heavy Shield, Enervation, Magus Arcana, Gallivance,
Displayed:
Deck: 11 Discard: 4 Buried: 1
Hero Points: 1
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 ([X] 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
Tenement is closed.
Arsenal: Henchman Proxy (card 11)
Hospice: Duskwarden Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
Grimsnik's Heggal |
OOT- Move to Office when Tenement closed.
Hourglass: Sands of the Hour
When this is the hour: No effect.
SOT:
Arsenal: Henchman Proxy (card 11)
Hospice: Duskwarden Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
Move: No
Explore:
Make Your Case
Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.
BYA: 1d4 ⇒ 1 Disable 4: 1d4 + 1d4 ⇒ (3) + (2) = 5 Reveal Surgeon
Diplomacy 10: 1d10 + 2 + 1d4 ⇒ (4) + 2 + (3) = 9 Reveal Surgeon
boon for succeeding on BYA: 1d6 ⇒ 2 Adding 2 to total for an 11.
Close Attempt: Diplomacy 5+2: 1d10 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4 Re-roll d10: 1d10 + 3 ⇒ (7) + 3 = 10
WPC- Recharge Magic Half-Plate; Ring of Protection
Move: Chambers
Hand: Retainer, Holy Light, Surgeon, Flaming Scimitar +1, Blessing of Gorum,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Used; Gamemat: Available"
"
Middle of Deck (Unknown Order): Magical Child, Binder's Tome, Chronicler, Blessing of the Spellbound, Fire Snake, Tussah Silk Coat, Blessing of Nethys, Life Drain, Cure
Recharged: Magic Half-Plate, Ring of Protection,
Discard Pile:
Buried Pile:
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.
Arsenal: Henchman Proxy (card 11)
Hospice: Duskwarden Ranger (card 2)
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
Agna - Gimry |
========================
Agna starts her turn.
Hour: The Bear
Hour Power:On your Strength check, add 2.
Location: Arsenal
Location Power:On your combat check, add 1 for each weapon played.
Scenario Powers:
Start of turn examines
Arsenal: Henchman Proxy (card 11)
Hospice: Duskwarden Ranger (card 2)
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
Move to Hospice
None Ally 2
Traits: Loot Human Ranger
To Acquire: Charisma Diplomacy 10 None Perception Ranged 8
Reload to examine the top card of your location, then you may shuffle your location deck.
Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Perception 8: 1d8 + 3 + 1d8 ⇒ (3) + 3 + (1) = 7
Perception - 1d8+3
Blessed - 1d8
Use my Gods to Bless
Paizo Reroll a d8
Perception 8: 3 + 3 + 1d8 ⇒ 3 + 3 + (7) = 13
Recharge Bagheera to explore again
Core Barrier 1
Traits: Obstacle Veteran
To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Perception 10(8+2): 1d8 + 3 + 1d8 ⇒ (7) + 3 + (7) = 17
Perception - 1d8+3
Blessed - 1d8
Use Heggals Gorum to bless
Reload Our Lord In Iron from scenario power
Reload Ranger to examine top of location
Fortune-teller - Card 4 (Ally 2)
As Zvarbel chases a butterfly into the distance, I look at the door to the Duskwardens office.
"Well, I'M not going in there!"
Knowing there is a fellow ranger hanging out at the Hospice, I decide to head back over there. After a couple of drinks, the two of us get lost in town but end up outside a fortune tellers hut. Yet someone else I would rather not talk to...
End of Turn examine bottom of location
Henchman Proxy A2 HAHAHA! Two for two on finding bottom decked henchmen this scenario
I can use the Ranger to shuffle the location after Heggal grabs the Fortune teller if we want it
"
Hand: Lucky Starknife, Repelling Pike +1, Droogami, Duskwardent Ranger, Our Lord In Iron,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Hospice
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2C?: Y
Middle of Deck (Unknown Order): Main-Gauche +1, Cruel Longsword, Bastard Sword, Covering Heavy Shield, Main-Gauche, Masterwork Tools
Recharged: Abadar's Law, Squeeker (Pig), Fox, Squaker (Crow), Balmberry, Bagheera (Snow Leopard),
Discard Pile:
Buried Pile:
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 (☑ +1) 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.
Arsenal: Henchman Proxy (card 11)
Hospice: Fortune-teller (card 4)
Hospice: Henchman Proxy (card 11)
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
End of Turn Summary
Acquired Card 2 of the Hospice
Banished Card 3 of the Hospice
Used Heggels Blessing of Gorum
wkover - Zvarbel |
Hour 10: Orison.
Beez ends up in the drunk tank after far too many ales. It's a good place to settle down for the night and recuperate.
Move to Hospice and use location ability to heal.
# cards healed?: 1d4 + 1 ⇒ (3) + 1 = 4 - full heal
Everyone loves a hangover breakfast! Eggs and sausage. Yum.
Discard shield, enervation spell and draw up.
Hand: Making the Case (B2), Penny Windfall (priest), Soothing Word, Magus Arcana, Gallivance,
Displayed:
Deck: 13 Discard: 2 Buried: 1
Hero Points: 1
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 ([X] 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? y
Arsenal: Henchman Proxy (card 11)
Hospice: Fortune-teller (card 4)
Hospice: Henchman Proxy (card 11)
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
Grimsnik's Heggal |
OOT- Discard Blessing of Gorum.
Hourglass: Sarenrae's Light
When this is the hour: When you heal, you may heal an additional card.
SOT:
Arsenal: Henchman Proxy (card 11)
Hospice: Fortune-teller (card 4)
Hospice: Henchman Proxy (card 11)
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
Move: Hospice
Explore: Hospice Card 4: Fortune-teller Diplomacy 11: 1d10 + 2 + 1d4 + 1d4 ⇒ (4) + 2 + (2) + (4) = 12 Reveal Surgeon and recharge Retainer. Discard Fortune-teller to examine top card then explore.
Hospice Card 5: The Crows Dex 4+2: 1d6 + 1d4 ⇒ (5) + (3) = 8 Reveal Surgeon
Hand: The Crows, Holy Light, Surgeon, Flaming Scimitar +1, Life Drain,
Displayed:
Deck: 11 Discard: 4 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Used; Gamemat: Available"
"
Middle of Deck (Unknown Order): Blessing of Nethys, Magical Child, Chronicler, Binder's Tome, Fire Snake, Blessing of the Spellbound, Cure, Tussah Silk Coat
Recharged: Magic Half-Plate, Ring of Protection, Retainer,
Discard Pile:
Buried Pile:
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.
Arsenal: Henchman Proxy (card 11)
Hospice: Unknown (card 6)
Hospice: Henchman Proxy (card 11)
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
Agna - Gimry |
========================
Agna starts her turn.
Hour: Prayer
Hour Power:No effect.
Location: Hospice
Location Power:If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
Scenario Powers:
Start of Turn examine
Arsenal: Henchman Proxy (card 11)
Hospice: Heat Metal(card 6)
Hospice: Henchman Proxy (card 11)
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
Core Spell 2
Traits: Arcane Attack Divine Fire Magic
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Wisdom 7: 1d8 ⇒ 1
Wisdom - 1d8
Recharge Our Lord in Iron for scenario power
Reload Ranger to examine the top of the Hospice.
Plaguebringer's Mask - Card 7
Opt to shuffle the location. Cards 7-11 are now shuffled
End of Turn examine Bottom: 1d5 + 6 ⇒ (1) + 6 = 7
Plaguebearers Mask (Card 7) is now on bottom
"
Hand: Lucky Starknife, Repelling Pike +1, Main-Gauche, Droogami, Duskwardent Ranger,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Hospice
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2C?: Y
Middle of Deck (Unknown Order): Main-Gauche +1, Masterwork Tools, Bastard Sword, Covering Heavy Shield, Cruel Longsword
Recharged: Abadar's Law, Squeeker (Pig), Fox, Squaker (Crow), Balmberry, Bagheera (Snow Leopard), Our Lord In Iron,
Discard Pile:
Buried Pile:
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 (☑ +1) 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 6 from the Hospice
Shuffled cards 7-11 of the Hospice
Card 7 is now on the bottom of the Hospice
End of Turn Status
Arsenal: Henchman Proxy (card 11)
Hospice: Random Card 8-11
Hospice: Bottom = card 7
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
wkover - Zvarbel |
Gorum's Iron. When this is the hour: On your non-Attack combat check, add 1.
Arsenal: Henchman Proxy (card 11)
Hospice: Random Card 8-11
Hospice: Bottom = card 7
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
SOT examine of Hospice. Which card?: 7 + 1d4 ⇒ 7 + (1) = 8 - the Paladin blessing
Explore and encounter the Paladin.
Str 6 (4+2): 1d10 + 2 ⇒ (7) + 2 = 9 - blessing acquired
Discard Penny to explore.
Which card encountered?: 8 + 1d3 ⇒ 8 + (1) = 9 - Acid Arrow, which is auto-acquired
Cast Soothing Word on someone.
Zvarbel ends her turn.
Zvarbel attempts to recover all cards in her Recovery pile.
Soothing Word: Arcane 11: 1d8 + 3 ⇒ (2) + 3 = 5 -> Soothing Word discarded.
Zvarbel resets her hand.
Hand: Making the Case (B2), The Paladin, Gray Maiden Plate, Magus Arcana, Gallivance,
Displayed:
Deck: 12 Discard: 5 Buried: 1
Hero Points: 1
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 ([X] 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? y
Someone is healed for 1.
Arsenal: Henchman Proxy (card 11)
Hospice: Random Card 10-11; then card 7 at the bottom
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
Grimsnik's Heggal |
Hourglass: Asmodeus's Tyranny
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
SOT:
Hospice top card: 1d2 ⇒ 2
Arsenal: Henchman Proxy (card 11)
Hospice: Henchman Proxy A2 (card 11); then 10, then 7 at the bottom
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED
Move: Arsenal
Explore:
Make Your Case
Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.
BYA: 1d4 ⇒ 3 Knowledge 4: 1d4 + 1d4 ⇒ (3) + (1) = 4 Reveal Surgeon Diplomacy 10: 1d10 + 2 + 1d4 ⇒ (7) + 2 + (2) = 11 Reveal Surgeon
Close attempt- Weapon 1:Light Crossbow dex 4: 1d6 + 1d4 ⇒ (5) + (4) = 9 Reveal Surgeon. Discard The Crows for Scenario Power
Move: Chambers
EOT- Discard Light Crossbow
Hand: Tussah Silk Coat, Holy Light, Surgeon, Flaming Scimitar +1, Life Drain,
Displayed:
Deck: 10 Discard: 6 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Used; Gamemat: Available"
"
Middle of Deck (Unknown Order): Fire Snake, Blessing of the Spellbound, Chronicler, Cure, Binder's Tome, Magical Child, Blessing of Nethys
Recharged: Magic Half-Plate, Ring of Protection, Retainer,
Discard Pile:
Buried Pile:
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.
Arsenal: Closed
Hospice: Henchman Proxy A2 (card 11); then 10, then 7 at the bottom
Office: CLOSED
Chambers: Henchman Proxy (card 2)
Tenement: CLOSED