[PACS] The Protean's Prank (Multi-table Special) [BR Mhuirich] [Gameday X] (Inactive)

Game Master Mhuirich


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STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

Out of turn: Elixir of Healing used on Ezren.

Quinn wrote:

Hand: Dancing Dagger, Ambrosia, Shocking Sawtooth Saber, Pegg and Louie, Formian Myrmidon, Staff of Greater Healing, Twitch Tonic (Core),

Displayed: Greater Bolstering Armor, Silver War Paint,
Deck: 12 Discard: 0 Buried: 2
Hero Points: 11
"NOTES:
Available Support: Any boon buries to add 1d8+5 vs. local barrier.
Other: Dancing Dagger freely adds 1d4 to local combat."

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On local check vs. barrier, may bury an item ([x] or a boon) to add Perception.
At ([X] start or) end of turn, may examine top card of your location.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: n

From a previous turn, top card of Glade is known: Breath of Life (spell 5). Ezren and Quinn move to Swamp after Farm closure.


Turn 12, now is the hour of The Rakshasa.
While this is the hour:
On your Charisma check, you may use your Intelligence die instead of the normal die.

At the start of turn, Staff of Greater Healing heals 1 from discards (Life Leech).

At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location. Examine Henchman Proxy A5, and RELOAD.

Through strange magic of this time shift, Amaryllis can see though the Forest that a Card 1: Henchman Proxy A5 - Kobold Champion awaits her. Knowing she might have to fight her way out after getting past it, she opts to try convincing the Champion that she is a kobold friend like him!

Apparently he is edge though, and he shoots poison darts at Amaryllis as soon as she emerges from the treeline. 1d4 in all those skills, auto-fail!

Henchman Proxy A5 - Kobold Champion BYA Poison damage: 1d4 ⇒ 1 Discard Yap the Pixie.

Yap the Pixie jumps in front of the poison dart and falls to the ground in a poof of glitterdust, hopefully returning to the Feywild. Amaryllis tries to use the attack and a Blessing of the Gods to her advantage, scolding the champion for attacking a fellow kobold.

Henchman Proxy A5 - Kobold Champion CtD Cha 14: 2d12 + 4 ⇒ (6, 5) + 4 = 15 Success! Blessing of the Gods recharged!

The champion is sufficiently chastised and slinks off to tell the chieftain what he's done. Bad champion.

What kind of fun did the champion leave behind to guard the forest? Random danger: 1d3 ⇒ 1 Drake!

Amaryllis is suddenly VERY happy she held her only attack spell in reserve!

Drake energy type: 1d4 ⇒ 3 Electricity!

Acro is only 1d8+2 to get 11. Auto-fail!

Drake BYA Electricity damage: 1d4 ⇒ 4 Ouch! recharge Robes for 3, discard Codex of Conversations.

Amaryllis shield's herself from the drakes breath with her Robe of Energy Resistance as she approaches, and then gentle caresses the drake's scaly cheek with Death's Touch auto-defeat and it gently collapses to the ground in a peaceful, painless heap.

Seeing her friends also narrowing locations, Amaryllis heads to the Glade to head of any potential retreat of their quarry.

Amaryllis, Primalist attempts to recover all cards in her Recovery pile.
Death's Touch: Arcane 12: 1d12 + 6 + 1 ⇒ (3) + 6 + 1 = 10 -> Death's Touch discarded.

Amaryllis, Primalist wrote:

Hand: Life Leech, Headband of Alluring Charisma , Blessing of the Gods 2, Blessing of the Gods 4, Autumn Witch, Blessing of Abadar, Icicle Swarm, Blessing of the Gods 3, Wand of Detect Magic, Staff of Greater Healing,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Hero Points: 12
NOTES:
Available Support: Blessings are available for use.
My BotG add d12s instead of the normal die, and recharges if the total roll was odd.
Abadar: 2 dice vs. barrier
Staff: start of my turn, heal a local 1 or remove a local scourge.

Movement: Hi I'm Amaryllis! Move me to the Cliff if my location closes!
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Mental Acuity , Cloudburst, The Mute Hag, Blessing of Pharasma, Blessing of the Gods, Dominate, Reveler, Cleric of Nethys, Coordinated Blast, Robe of Energy Resistance
Recharged:
Discard Pile: Yap the Pixie, Codex of Conversations, Death's Touch,
Buried Pile: Swipe,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☑ +2
Fortitude: Constitution +2 (4)
Intelligence d4 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +2 (6)

Favored Card: SPELL
Hand Size: 6 ☑ 9
Proficiencies:
Armor
POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand ([_] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([_] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] After you reset your hand, you may shuffle your deck ([_] and you may shuffle your location deck).
[_] Reduce Electricity ([_] and Fire) damage dealt to you by 1d4.
[X] When you play Blessing of the Gods, add a d12 in place of the normal die. ([X] If the result was odd, you may recharge the blessing.)
[X] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.

After you reset your hand, you may shuffle your deck. I do.

At the end of your turn, after you reset your hand, you may attempt to recharge a spell in your discard pile.

Death's Touch: Arcane 12: 1d12 + 6 + 1 ⇒ (3) + 6 + 1 = 10 -> Death's Touch discarded.

UPKEEP:
Forest Card 1 BANISHED.
Forest CLOSED.
Amaryllis moves to the Glade.


Raheli Deck Handler

Turn 13, The Bear
Hour Power: On your Strength check, add 2.

Raheli heads further along the River and comes across a shrine to Zon-kuthon. She isn't too concerned about shrines and decides to float on past.

Encounter Zon-kuthon's Pain, not worth rolling for, banish.

Discard Vampire Bat to examine - Kobold Sorcerer, encounter.

Raheli's trek down the river soon finder her floating up to a Kobold Sorcerer. It greats her with a volley of Acid.

BYA - 1 acid damage, discard Blessing of Seventh Veil. Recharge Twisted Space for hair combat, recharge Staff of Life (5) for extra help.

Will take a BotG from Amaryllis

Kobold Sorcerer-CtD: Combat 22: 1d10 + 2 + 2d8 + 1d4 + 5 + 1d12 ⇒ (3) + 2 + (3, 5) + (2) + 5 + (7) = 27 Success, reroll!
Kobold Sorcerer-CtD: Combat 22: 1d10 + 2 + 2d8 + 1d4 + 5 + 1d12 ⇒ (6) + 2 + (5, 6) + (2) + 5 + (1) = 27 Real success, and odd, so BotG from Amaryllis recharges.

Kobold Sorcerer gets a lucky shot or two off, and Raheli takes the blasts while focusing on the combat at hand, her hair picks up the Sorcerer and flings it about until it stops moving.

Discard Gem of Mental Acuity (2) for AYA damage.

With that threat ended, Raheli focuses on activating the natural defenses of the area to defend it from other intrusion.

Good Omen to help close.

Jungle-CtC: Strength 11: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10 Blah...ok, box reroll to try this again.
Jungle-CtC: Strength 11: 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13 Success, and closed. Raheli moves off to Swamp.

Raheli, Night-Haired Witch ends her turn.
Raheli, Night-Haired Witch attempts to recover all cards in her Recovery pile.
Good Omen: Arcane 8: 1d8 + 4 ⇒ (5) + 4 = 9 -> Good Omen recharged .
Raheli, Night-Haired Witch resets her hand.

Raheli, Night-Haired Witch wrote:

Hand: Cure, Summon Hellhounds, Fly, Samisen of Oracular Vision (5), Byzantine Lexicon (2), Blessing of the Savored Sting,

Displayed: Flying Squirrel,
Deck: 9 Discard: 6 Buried: 1
Current Location: Cave
Hero Points: 3
Box Reroll Used Y
NOTES:
Other: At the start of each scenario, after drawing starting hands, Raheli may discard a new Harrow blessing.
When a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Magnetic Grimoire (4), Phoenix Staff (2), Evocation Staff (5), Cleric of Nethys , Staff of Minor Healing (3), Anathemic Volume (2), Twisted Space, Staff of Life (5), Good Omen,
Discard Pile: The Teamster, Imp, Ice Chemist, Vampire Bat, Blessing of Seventh Veil, Gem of Mental Acuity (2),
Buried Pile: Blessing of the Savored Sting (2),

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use Dexterity + 1d8 (■ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (□ If you succeed at the check, you may draw a card.)
On your check to defeat (■ or to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (■ plus the items' highest level) to your check. (□ Then you may shuffle your deck.)
□ On your Dexterity check, you may discard a spell to reroll.
■ When you suffer Combat (■ or any) damage, you may discard a spell or an item to reduce it to 0.
□ When you fail to acquire a boon and would banish it, you may instead shuffle it(□ or reload ) into its location.



STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

Hour: The Inquisitor. You may not use powers to reroll dice.

SOT heal Raheli a card with Staff. Give Staff to Raheli.

SOT examine top card of Swamp. Trigger: Take 1 poison damage (discarding saber), then encounter Emperor Scorpion.

Combat 20 w/ dagger (reloading Pegg): 1d10 + 6 + 3d4 + 3 + 5 ⇒ (8) + 6 + (1, 4, 4) + 3 + 5 = 31 - scorpion defeated

That was a trigger. Now for regular explore: Good Omen.

Wis 6: 1d8 + 3 ⇒ (2) + 3 = 5 - fail, banished

Discard Twitch Tonic to explore, encounter Sentinel Devil.

Combat 23 w/ dagger (reloading Myrmidon): 1d10 + 6 + 3d4 + 3 + 6 ⇒ (2) + 6 + (1, 2, 4) + 3 + 6 = 24 - devil defeated, am now wounded

Banish Ambrosia to heal 2 cards and remove Wounded scourge.

EOT examine of Swamp: Warning Bells. Yikes. Everyone at the Swamp suffers 1d4 Mental damage that can't be reduced, and is Dazed. Discard only remaining card (dagger) for damage.

Quinn wrote:

Hand: Cerulean Mastermind, The Carnival, Twitch Tonic (Core), Formian Myrmidon, Master of Masters, Pegg and Louie, Glamered Leather Armor, The Publican,

Displayed: Greater Bolstering Armor, Silver War Paint,
Deck: 9 Discard: 1 Buried: 2
"Hero Points: 11 // Quinn has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.

If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.

"
"NOTES:
Available Support: Any boon buries to add 1d8+5 vs. local barrier.
Other: Dancing Dagger freely adds 1d4 to local combat."

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On local check vs. barrier, may bury an item ([x] or a boon) to add Perception.
At ([X] start or) end of turn, may examine top card of your location.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: n

Raheli healed for 1, then she receives the Staff of Greater Healing. Everyone at the Swamp suffers 1d4 Mental damage that can't be reduced, and becomes Dazed. Top card of Swamp is Warning Bells (card 4).


Raheli Deck Handler

Mental Damage: 1d4 ⇒ 1 Pitch Hellhounds for mental damage.


During This Adventure: Regardless of the challenge mode, build Small locations.

The harrow suit is Crowns.

During This Scenario: Replace your race trait (such as “Human” or “Halfling”) with Kobold.

Add “Or Charisma Diplomacy 8+#” to all checks to defeat Kobold banes.

When you defeat a barrier. you may mark your location; this marker is referred to as a “trap.” While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.

When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftain—Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

When you defeat the Kobold Chieftain, read the additional story text, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown—Proxy V1 into it.

Additional Rules: Story Banes

Danger: Drake, Inferno Trap, Poison Dart Trap
Villains: None
Henchmen (Closing): Kobold Chieftain, Planar Rift—Proxy A

Scenario Level (#): 6

Turn: 15, Ezren/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.

Spoiler:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.

Spoiler:
Banshee
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.


Spoiler:
Xenarth
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.

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

Barriers
Spoiler:
Exploding Runes
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.

Spoiler:
Soultrapping Gem
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.

Spoiler:
Eternal Glyphs
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.

Spoiler:
Burning Tar
Core
Barrier 0
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

Spoiler:
Locked Door
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.

Weapons
Spoiler:
Keen Spiked Chain
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

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

Spoiler:
Dancing Dagger
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Speed Battleaxe
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

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

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


Spoiler:
Disintegrate
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.


Spoiler:
Sadomasochism
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.


Spoiler:
Meteor Swarm
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.


Spoiler:
Major Harrowing
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.


Armors
Spoiler:
Mantle of Faith
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.

Spoiler:
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

Spoiler:
Stone-shard Breastplate
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

Spoiler:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.

Items
Spoiler:
Scabbard of Keen Edges
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

Spoiler:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

Spoiler:
Bottled Lightning
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.


Spoiler:
Wyvern Poison
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

Spoiler:
Headband of Mental Superiority
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

Allies
Spoiler:
Skoan-quah Boneslayer
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.

Spoiler:
Nightspear
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

Spoiler:
Andachi
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.

Spoiler:
Pegg and Louie
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

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

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


Blessings
Spoiler:
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.

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

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

Spoiler:
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Spoiler:
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

Hour Power: Your Knowledge check is blessed.

Current Hour:

The Queen Mother:
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amaryllis/sirrogue:
Spoiler:
Hourglass Card 1 Amaryllis/sirrogue
Asmodeus's Tyranny
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.
Hourglass Card 2 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 2 Raheli/rhynndavrie
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Hourglass Card 3 Quinn/wkover:
Spoiler:
Hourglass Card 3 Quinn/wkover
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Hourglass Card 4 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 Ezren/Bigguyinblack
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 5 Amaryllis/sirrogue:
Spoiler:
Hourglass Card 5 Amaryllis/sirrogue
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 6 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 6 Raheli/rhynndavrie
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 7 Quinn/wkover:
Spoiler:
Hourglass Card 7 Quinn/wkover
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
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.
Hourglass Card 8 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 8 Ezren/Bigguyinblack
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 9 Amaryllis/sirrogue:
Spoiler:
Hourglass Card 9 Amaryllis/sirrogue
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 10 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 10 Raheli/rhynndavrie
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 11 Quinn/wkover:
Spoiler:
Hourglass Card 11 Quinn/wkover
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 12 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 12 Ezren/Bigguyinblack
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 13 Amaryllis/sirrogue:
Spoiler:
Hourglass Card 13 Amaryllis/sirrogue
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 14 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 14 Raheli/rhynndavrie
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 15 Quinn/wkover:
Spoiler:
Hourglass Card 15 Quinn/wkover
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 5
Scenario Deck Card 1 (Planar Rift):

Planar Rift
Core
Story Bane 1
Type: Barrier
Traits:
Magic
Obstacle
Veteran
To Defeat:
Combat 11+##
OR Arcane
Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.
Scenario Deck Card 2 (Drake):

Drake
Core
Story Bane 1
Type: Monster
Traits:
Dragon
Veteran
To Defeat:
Combat 10+##
THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Scenario Deck Card 3 (Inferno Trap):

Inferno Trap
Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
Veteran
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.
Scenario Deck Card 4 (Poison Dart Trap):

Poison Dart Trap
Core
Story Bane 1
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Acrobatics 9
OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
Scenario Deck Card 5 (Kobold Chieftain):

Kobold Chieftain
7-99
Story Bane 1
Type: Monster
Traits:
Kobold
Veteran
To Defeat:
Combat 11+##
Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
If undefeated, suffer the scourges Dazed and Wounded.

Location #4: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/sirrogue, Trap Markers: 0

Glade Card 1:
Breath of Life
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

Glade Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Glade Card 3:
Risibeth
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

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


Location #5: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/rhynndavrie, Quinn/wkover, Ezren/Bigguyinblack, None
Swamp Card 1 (Warning Bells):
Warning Bells
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Swamp Card 2:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Swamp Card 3:
Poison Gas
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Swamp Card 4:
Firepelt Cougar
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Swamp Card 5:
Troll
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.

Location #6: Thicket
Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Thicket Card 1:
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Thicket Card 2:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Thicket Card 3:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Thicket Card 4:
Zombie
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.
Thicket Card 5:
Dispelling Mist
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Thicket Card 6:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Thicket Card 7:
Sentinel Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.


Deck Handler Desired Upgrades: Spell 1

dazed and mental damage: 1d4 ⇒ 2
Discard Dominate (Core) and Hippogriff.

The Queen Mother: Your Knowledge check is blessed. Examine the top card of my deck: Venster Arabasti.

Pass Third Eye to Quinn. Skip my free explore. Discard The Owl to explore.

Swamp Card 1 (Warning Bells): Warning Bells:

CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

Intelligence 15 blessed by The Owl, revealing Headband of Mental Superiority: 2d12 + 1d4 + 4 ⇒ (12, 7) + (1) + 4 = 24

On defeating using a non combat check draw a card: Venster Arabasti. On defeat examine card 2 Kobold Chieftain, card 3 Poison Gas, card 4 Firepelt Cougar, card 5 Troll. Shuffle location. End turn. Shuffle my hand into my deck to remove my Dazed.

Ezren wrote:

Hand: Headband of Mental Superiority, Nightspear, Mist Horn (Core), Death's Touch (Core), Soothing Word, Good Omen (Core), Venster Arabasti, Lightning Bolt (Core),

Displayed: Infernal Healing,
Deck: 10 Discard: 3 Buried: 1
"Current Location: Swamp
Hero Points: 6
Respect Points 6"
"NOTES:
Available Support: Folio reroll: used
Blessings are available for use.

Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.

Venster Arabasti: Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it.

Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
Movement: Move me to Ossuary if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Leech, Meteor Swarm (Core), The Tyrant, Disintegrate (Core), Locate Object (Core), Giant Form, Bound Imp (Core), Djinn, Chain Lightning (Core), Ring of Protection (Core)
Recharged:
Discard Pile: Dominate (Core), Hippogriff, The Owl,
Buried Pile: Fly (Core),
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4

Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
[x]When you defeat [x]or acquire) a card using a non-combat check, you may draw a card.

Swamp card 1 is banished. Location is shuffled.

Third Eye is passed to Quinn.


Turn 16, now is the hour of Asmodeus' Tyranny.
While this is the hour:
When you fail a check, you may bury your hand and discards to reroll.

At the start of turn, Staff of Greater Healing heals 1 from discards (Codex of Conversations).

At the start of your turn, examine the top card of your location. If it is a boon or a castle story bane, reload it; otherwise, shuffle your location. Examine Breath of Life, and SHUFFLE.

Shuffling through the Glade, the temporal disorientation turns Amaryllis around again and she wanders random location card: 1d3 ⇒ 1 in a circle and back to Card 1: Breath of Life.

Amy is not especially into the divine, and doesn't see how a blessing is going to help much 1d4 to get 13, auto-fail, so she follows the Autumn Witch further into the glade and meets up with random location card: 1d2 + 1 ⇒ (2) + 1 = 3 in a circle and back to Card 3: Risibeth. Amaryllis could use a friend right now, so she pours on the charm Blessing of the Gods 2.

Risibeth CtA Cha 12: 2d12 + 6 + 1 ⇒ (6, 10) + 6 + 1 = 23 Success! BotG2 recharged!

As expected, Risibeth informs the sorcerer that the only one left in the glade was a kobold, but that it fell through a Card 3: Henchman Proxy A4 - Planar Rift that recently opened, and was being guarded by a random danger: 1d3 ⇒ 1 Drake!

Drake random energy type: 1d4 ⇒ 3 Electricity!

Blessing of the Gods 4 to assist dodging dragon's breath.

Drake BYA Acro 11: 1d8 + 2 + 1d12 ⇒ (5) + 2 + (9) = 16 Success!

Amaryllis cartwheels through the crackling lightning, and when she lands in a clear spot, she unleashes her Icicle Swarm on the beast!

Drake BYA Combat 22: 3d6 + 15 ⇒ (3, 1, 3) + 15 = 22 Success! Icicle Swarm: If this check is against a monster, you may use the result for any subsequent combat checks against it.

Amaryllis unleashes a torrent of ice spikes at the drake. Its is barely enough to overcome its defenses, but the cold seems to still the monster and another attack is not needed. Now, to this arcane portal

"The power of Abadar compels you to....GTFO!"

Planar Rift CtD Arcane 15: 3d12 + 6 + 1 ⇒ (11, 8, 3) + 6 + 1 = 29 Success Failure!

Maybe divine isn't so bad. With the barrier god's help (though she's pretty sure she could have handled it herself), Amy is able to zip up the planar rip opened by the tricksters. She uses some of her resources to tidy up the glade and secure it from further incursion before heading out.

GLADE Closing: Either recharge 3 boons or suffer the scourge Exhausted. Recharge Wand of Detect Magic, Life Leech, and Headband of Alluring Charisma.

Amaryllis, Primalist attempts to recover all cards in her Recovery pile.
Icicle Swarm: Arcane 15: 1d12 + 6 ⇒ (4) + 6 = 10 -> Icicle Swarm discarded.

Discard bottom card of deck (Blessing of Pharasma) to reload Risibeth.

Amaryllis, Primalist wrote:

Hand: Risibeth, The Mute Hag, Reveler, Cloudburst, Blessing of the Gods, Coordinated Blast, Cleric of Nethys, Blessing of the Gods 3, Gem of Mental Acuity , Staff of Greater Healing,

Displayed:
Deck: 8 Discard: 6 Buried: 1
Hero Points: 12
NOTES:
Available Support: Blessings are available for use.
My BotG add d12s instead of the normal die, and recharges if the total roll was odd.
Staff: start of my turn, heal a local 1 or remove a local scourge.
Mute Hag: examine location; if examined card is encountered this turn, all checks are blessed.
Movement: Hi I'm Amaryllis! Move me to the Swamp if my location closes!
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dominate, Death's Touch, Blessing of the Gods 2, Wand of Detect Magic, Life Leech, Robe of Energy Resistance, Codex of Conversations, Headband of Alluring Charisma
Recharged:
Discard Pile: Yap the Pixie, Autumn Witch, Blessing of the Gods 4, Blessing of Abadar, Blessing of Pharasma, Icicle Swarm,
Buried Pile: Swipe,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☑ +2
Fortitude: Constitution +2 (4)
Intelligence d4 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +2 (6)

Favored Card: SPELL
Hand Size: 6 ☑ 9
Proficiencies:
Armor
POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand ([_] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([_] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] After you reset your hand, you may shuffle your deck ([_] and you may shuffle your location deck).
[_] Reduce Electricity ([_] and Fire) damage dealt to you by 1d4.
[X] When you play Blessing of the Gods, add a d12 in place of the normal die. ([X] If the result was odd, you may recharge the blessing.)
[X] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.

At the end of your turn, after you reset your hand, you may attempt to recharge a spell in your discard pile.
Death's Touch: Arcane 12: 1d12 + 6 ⇒ (6) + 6 = 12 -> Death's Touch recharged.

After you reset your hand, you may shuffle your deck. I do.

UPKEEP:
Glade Card 1-2 BANISHED.
Glade Card 3 ACQUIRED.
Glade is CLOSED.
Amaryllis moves to the Thicket.


Raheli Deck Handler

Turn 17, Old Deadeye
Hour Power: On your check, if you are at a Wild location, add 1d4.

Raheli again receives a lovely staff from one of her friends, she waves it at herself and suddenly feels less Dazed. She sadly looks over at Quinn who seems to be expecting something. Reluctantly she passes the staff onward.

SoT, reveal Staff of Greater Healing to remove Dazed, pass Staff to Quinn.

Knowing time is a little short, Raheli heads over to join Amaryllis at the Thicket and finds a shrine to Norgorber.

Norgorber's Shadow-CtA: Dexterity 11: 1d10 + 2 + 1d4 ⇒ (10) + 2 + (1) = 13 Surprising success.

Before moving further, Raheli takes a moment to patch up Amaryllis using a scroll of Cure.

Amaryllis Cure: 1d4 + 1 ⇒ (3) + 1 = 4

Discard Norgorber's Shadow to examine and encounter Lyrune-Quah Moon Maiden, I'll take the combat to acquire.

As she's completing that a Cytillipede comes charging out of the thicket with a Moon Maiden following close on it's heels.

Cytillipede:

Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.

BYA: Wisdom 7: 1d6 + 1d4 ⇒ (4) + (3) = 7 Oh yeah, I can use all my weapons and spells for combat...

Recharge Fly for hair combat, recharge Samisen for assistance.

Cytillipede-CtD: Combat 16: 1d10 + 2 + 2d8 + 1d4 + 5 + 1d4 ⇒ (2) + 2 + (2, 4) + (1) + 5 + (3) = 19 Defeated, acquired Lyrune-quah Moon Maiden.

Raheli wraps it up in several tendrils of her hair and then pummels it until it stops moving. The Moon Maiden is impressed and offers her assistance which Raheli will gladly accept.

Raheli spends a moment or two talking with the Moon Maiden and swapping stories.

Raheli, Night-Haired Witch wrote:

Hand: Twisted Space, Magnetic Grimoire (4), Staff of Life (5), Byzantine Lexicon (2), Staff of Minor Healing (3), Lyrune-quah Moon Maiden, Blessing of the Savored Sting,

Displayed: Flying Squirrel,
Deck: 8 Discard: 7 Buried: 2
Current Location: Cave
Hero Points: 3
Box Reroll Used Y
NOTES:
Other: At the start of each scenario, after drawing starting hands, Raheli may discard a new Harrow blessing.
When a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Anathemic Volume (2), Evocation Staff (5), Phoenix Staff (2), Cleric of Nethys , The Teamster, Good Omen
Recharged: Fly, Samisen of Oracular Vision (5),
Discard Pile: Norgorber's Shadow, Imp, Ice Chemist, Vampire Bat, Blessing of Seventh Veil, Gem of Mental Acuity (2), Summon Hellhounds,
Buried Pile: Blessing of the Savored Sting (2), Cure,

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use Dexterity + 1d8 (■ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (□ If you succeed at the check, you may draw a card.)
On your check to defeat (■ or to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (■ plus the items' highest level) to your check. (□ Then you may shuffle your deck.)
□ On your Dexterity check, you may discard a spell to reroll.
■ When you suffer Combat (■ or any) damage, you may discard a spell or an item to reduce it to 0.
□ When you fail to acquire a boon and would banish it, you may instead shuffle it(□ or reload ) into its location.



STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

Out of turn: Receive staff from Raheli.

Hour: The Marriage. At the start of your turn, summon and encounter an ally.

Per hour, summon and encounter Skoan-quah Boneslayer (ally 4). Fail, ally is banished.

SOT, use staff to heal Dancing Dagger. Give Staff to Ezren.

Stay @ Swamp and display armor. Pass on my free explore. Per Dazed scourge, shuffle my hand into my deck and remove the scourge.

Quinn wrote:

Hand: Elixir of Healing, Elixir of Focus, The Publican, Wyvern Poison, Master of Masters, Third Eye, Twitch Tonic (Core), Shocking Sawtooth Saber,

Displayed: Greater Bolstering Armor, Glamered Leather Armor,
Deck: 10 Discard: 0 Buried: 3
Hero Points: 11
"NOTES:
Available Support: Any boon buries to add 1d8+5 vs. local barrier.
Other: Dancing Dagger freely adds 1d4 to local combat."

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On local check vs. barrier, may bury an item ([x] or a boon) to add Perception.
At ([X] start or) end of turn, may examine top card of your location.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: n

Staff of GH given to Ezren.


OFFTURN: Amaryllis, Primalist is healed for 4: (Blessing of Abadar, Icicle Swarm, Autumn Witch, Blessing of the Gods 4). Deck shuffled.


Deck Handler Desired Upgrades: Spell 1

During Quinn's turn discard Venster Arabasti to draw the hour. The Marriage

Blackfingers: When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4. Examine the top card of my deck: The Tyrant. Reveal Staff of Greater Healing to heal for 1. Pass Staff of Greater Healing to Quinn.

Move to Thicket.

Thicket Card 3: Henchman Proxy B1/Kobold Chieftain:

7-99
Story Bane 1
Type: Monster
Traits:
Kobold
Veteran
To Defeat:
Combat 11+##
Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
If undefeated, suffer the scourges Dazed and Wounded.

random local character 1. Ezren, 2. Amaryllis, 3. Raheli: 1d3 ⇒ 2

Amaryllis summons and encounters the story bane Drake.


The drakes love Amaryllis!

Random energy type: 1d4 ⇒ 3 Especially the Electricity ones!

Amaryllis gets ahead of it and casts Cloudburst. It may be resistant, but at least it's distracted form breathing on the party.

Drake CtD Combat 22 26: 2d12 + 6 + 3d6 ⇒ (9, 4) + 6 + (2, 2, 3) = 26 Success!

Amy hits it with enough charge to stun it and set Ezren up for the kill.


Deck Handler Desired Upgrades: Spell 1

Drake: Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

dexterity 5 +6 discarding The Marrige to bless and add Raheli's dexterity die: 2d6 + 1d10 ⇒ (6, 5) + (6) = 17

combat 11 +6 vs Drake casting Death's Touch (Core), revealing Headband of Mental Superiority: 1d12 + 3d6 + 1d4 + 9 ⇒ (7) + (5, 2, 2) + (4) + 9 = 29

combat 11 +6 +6 casting Lightning Bolt (Core), aided by Magnetic Grimoire, freely revealing Headband of Mental Superiority: 1d12 + 3d6 + 1d4 + 1d4 + 6 ⇒ (9) + (2, 6, 4) + (1) + (4) + 6 = 32

Summon and encounter random barrier #1 to close.

Exploding Runes:

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 6 +6 revealing Headband of Mental Superiority, casting Good Omen: 1d12 + 1d6 + 12 ⇒ (12) + (6) + 12 = 30

On defeating a bane using a non combat check draw a card: Hippogriff. Ruin is created. Move to Ruin. Cast Soothing Word on Raheli. Display Mist Horn (Core) at Ruin.

discard Nightspear to heal allies and blessings: 1d4 + 1 ⇒ (4) + 1 = 5
All of them.

Ezren ends their turn.

Ezren attempts to recover all cards in their Recovery pile.
Death's Touch (Core): Arcane 13: 1d12 + 1d4 + 6 ⇒ (4) + (2) + 6 = 12 -> Death's Touch (Core) discarded.
Lightning Bolt (Core): Arcane 10: 1d12 + 1d4 + 1d4 + 6 ⇒ (10) + (2) + (1) + 6 = 19 -> Lightning Bolt (Core) recharged.
Good Omen (Core): Arcane 8: 1d12 + 1d4 + 6 ⇒ (9) + (3) + 6 = 18 -> Good Omen (Core) recharged.
Soothing Word: Arcane 11: 1d12 + 1d4 + 6 ⇒ (6) + (2) + 6 = 14 -> Soothing Word recharged.

Ezren resets their hand.

Ezren wrote:

Hand: Headband of Mental Superiority, Giant Form, The Owl, Hippogriff, The Marriage, Meteor Swarm (Core), Leech, Bound Imp (Core),

Displayed: Infernal Healing, Mist Horn (Core),
Deck: 11 Discard: 2 Buried: 1
"Current Location: Ruin
Hero Points: 6
Respect Points 6"
"NOTES:
Available Support: Folio reroll: used
Blessings are available for use.

Giant Form: Display next to a local character. While displayed: This character's Strength and Constitution skills are 1d12+4.
On this character's Strength checks, add 1d4. At the end of the turn, banish.

The Marriage: 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.

Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.

Hippogriff: On a local combat check, recharge to add 2d4.
Movement: Move me to Ossuary if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Protection (Core), Locate Object (Core), The Tyrant, Venster Arabasti, Disintegrate (Core), Nightspear, Chain Lightning (Core), Djinn
Recharged: Lightning Bolt (Core), Good Omen (Core), Soothing Word,
Discard Pile: Dominate (Core), Death's Touch (Core),
Buried Pile: Fly (Core),
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4

Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
[x]When you defeat [x]or acquire) a card using a non-combat check, you may draw a card.

Thicket is closed.

Passed Staff of Greater Healing to Quinn.

Raheli must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage. Then is healed for 1.

Mist Horn is displayed at Ruin.


 
 
 
 
 
You’ve diverted the attack on Oakheart, but Rippling-Sapphire-Crown is fighting to come into the world regardless. This otherworldly invader won’t be so easily thwarted. Erratic magic thrums through an overgrown ruin near Oakheart, and rips in reality tear ever wider. Rippling-Sapphire-Crown is coming through.


During This Adventure: Regardless of the challenge mode, build Small locations.

The harrow suit is Crowns.

During This Scenario: Replace your race trait (such as “Human” or “Halfling”) with Kobold.

Add “Or Charisma Diplomacy 8+#” to all checks to defeat Kobold banes.

When you defeat a barrier. you may mark your location; this marker is referred to as a “trap.” While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.

When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftain—Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

When you defeat the Kobold Chieftain, read the additional story text, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown—Proxy V1 into it.

Additional Rules: Story Banes

Danger: Drake, Inferno Trap, Poison Dart Trap
Villains: None
Henchmen (Closing): Kobold Chieftain, Planar Rift—Proxy A

Scenario Level (#): 6

Turn: 20, Amaryllis/sirrogue

Random Cards:

Monsters
Spoiler:
Sczarni Thief
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.

Spoiler:
Landshark
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.

Spoiler:
Mobogo
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.

Spoiler:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

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

Barriers
Spoiler:
Curse of the Worm
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

Spoiler:
Obsession of Servitude
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

Spoiler:
Exploding Runes
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.

Spoiler:
Phantasmal Apparition
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.

Spoiler:
Burning Tar
Core
Barrier 0
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

Weapons
Spoiler:
Fury's Trident
CotCT
Weapon 6
Traits:
Fire
Magic
Melee
Ranged
Spear
To Acquire:
Strength
Melee
Ranged
Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.

Spoiler:
Ashbringer
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

Spoiler:
Serithtial
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.

Spoiler:
Keen Spiked Chain
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Deathbane Sling
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

Spells
Spoiler:
Meteor Swarm
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.


Spoiler:
Shapechange
CotCT
Spell 6
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard instead.

Spoiler:
Acid Rain
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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


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

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


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

Armors
Spoiler:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.

Spoiler:
Greater Bolstering Armor
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Stone-shard Breastplate
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

Spoiler:
Hellknight Plate
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.

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

Items
Spoiler:
Wyvern Poison
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

Spoiler:
Blackjack's Gear
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

Spoiler:
Lyre of Storms
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.

Spoiler:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

Spoiler:
Fireball Beads
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.

DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.


Allies
Spoiler:
Pegg and Louie
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

Spoiler:
Zellara
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.

Spoiler:
Formian Myrmidon
CotCT
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

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

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


Spoiler:
Toff Ornelos
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

Blessings
Spoiler:
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
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.

Spoiler:
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.

Spoiler:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Spoiler:
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.

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

Hour Power: On your check, you may discard an armor or the top card of your deck to add 1d6.

Current Hour:

Lady of Valor:
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

Hours Remaining: 10

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 1 Raheli/rhynndavrie
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 2 Quinn/wkover:
Spoiler:
Hourglass Card 2 Quinn/wkover
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
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.
Hourglass Card 3 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ezren/Bigguyinblack
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 4 Amaryllis/sirrogue:
Spoiler:
Hourglass Card 4 Amaryllis/sirrogue
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 5 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 5 Raheli/rhynndavrie
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 6 Quinn/wkover:
Spoiler:
Hourglass Card 6 Quinn/wkover
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 7 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ezren/Bigguyinblack
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 8 Amaryllis/sirrogue:
Spoiler:
Hourglass Card 8 Amaryllis/sirrogue
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 9 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 9 Raheli/rhynndavrie
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 10 Quinn/wkover:
Spoiler:
Hourglass Card 10 Quinn/wkover
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
Scenario Deck Card 1 (Rippling-Sapphire-Crown):

Rippling-Sapphire-Crown
7-99
Story Bane 1
Type: Monster
Traits:
Outsider
Protean
Veteran
To Defeat:
Combat 12+##
THEN Charisma Arcane Diplomacy Divine 10+#
Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
1. Acid
2. Cold
3. Electricity
4. Fire
Before acting, you may uncheck a skill feat on your character or role card and check a different skill feat.
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.
After acting, suffer the scourge Dazed.
Scenario Deck Card 2 (Planar Rift):

Planar Rift
Core
Story Bane 1
Type: Barrier
Traits:
Magic
Obstacle
Veteran
To Defeat:
Combat 11+##
OR Arcane
Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.
Scenario Deck Card 3 (Drake):

Drake
Core
Story Bane 1
Type: Monster
Traits:
Dragon
Veteran
To Defeat:
Combat 10+##
THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Scenario Deck Card 4 (Inferno Trap):

Inferno Trap
Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
Veteran
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.
Scenario Deck Card 5 (Poison Dart Trap):

Poison Dart Trap
Core
Story Bane 1
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Acrobatics 9
OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
Scenario Deck Card 6 (Kobold Chieftain):

Kobold Chieftain
7-99
Story Bane 1
Type: Monster
Traits:
Kobold
Veteran
To Defeat:
Combat 11+##
Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
If undefeated, suffer the scourges Dazed and Wounded.

Location #5: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Quinn/wkover, None

Swamp Card 1:
Troll
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.
Swamp Card 2:
Firepelt Cougar
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Swamp Card 3:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Swamp Card 4:
Poison Gas
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.

Location #6: Thicket
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raheli/rhynndavrie, Ezren/Bigguyinblack, Amaryllis/sirrogue, None

Location #7: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Ruin Card 1 (Villain Proxy V1):
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Ruin Card 2:
Sadomasochism
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.

Ruin Card 3:
Whisper of the First Lie
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Ruin Card 4:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Ruin Card 5:
Crematory Blast
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Ruin Card 6:
Locked Door
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Ruin Card 7:
Vindicator
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.


Turn 20, now is the hour of Lady of Valor.
While this is the hour:
On your check, you may discard an armor or the top card of your deck to add 1d6.

At the start of turn, Staff of Greater Healing heals Raheli 1 card from discards.

At the start of turn, pass Staff of Greater Healing to Raheli.

Asking Risibeth to walk with her displayed, Amaryllis tentatively pokes about the Ruin. She catches a fleeting glimpse of the Card 1: Villain Proxy V1 before it flees deeper into the ruins was meant to be recharged into location at setup.

In its place is a worn, even scarred looking scroll case of Card 2: Sadomasochism. She admits quietly to herself that she's wanted to try out this spell, and uses a Blessing of the Gods to help try and understand it.

Sadomasochism CtA Arcane 15: 2d12 + 6 ⇒ (8, 3) + 6 = 17 Success! BotG recharged!

She stashes the scroll for later, and consults with Harvey the Cleric of Nethys about what might be ahead. He reports back:

Card 3: Whisper of the First Lie
Card 4: Gray Maiden Footsoldier

Amaryllis takes in the news, checks her supplies. She realizes her Cloudburst spell should be in her Recovery area after the drake fight and suddenly becomes a lot less cavalier about exploring without a means of fighting. She opts for the way of the Whisper until she can dig out her combat materials.

Whisper of the First Lie CtA Cha 14: 1d12 + 4 ⇒ (2) + 4 = 6 Failure! Free reroll from Risibeth!

Whisper of the First Lie CtA Cha 14: 1d12 + 4 ⇒ (2) + 4 = 6 Wow, I guess 2 was meant to be. Failure!

Amaryllis is naturally charming, but doesn't quite follow the concept of verbal manipulation. The whisper escapes her, and she shrugs.

Getting creative without her combat spells, Amaryllis has The Mute Hag check to make sure the gray maiden is still there examine, all checks against that card are blessed this turn, then has her Reveler introduce her to the Card 4: Gray Maiden Footsoldier to ask for directions.

Gray Maiden Footsoldier CtD Combat 12: 2d12 + 4 ⇒ (6, 5) + 4 = 15 Success!

Amaryllis explains she's looking for her lost grandmother, a local hag, and The Mute Hag causes such a disturbingly mimed distraction that the soldier just waves the sorcerer on by. "Move along."

Amaryllis, Primalist attempts to recover all cards in her Recovery pile.
Cloudburst: Arcane 13: 1d12 + 6 ⇒ (11) + 6 = 17 -> Cloudburst recharged.

Discard a card from the bottom of deck (Life Leech) to reload Risibeth.

Amaryllis, Primalist wrote:

Hand: Sadomasochism, Risibeth, Death's Touch, Icicle Swarm, Robe of Energy Resistance, Coordinated Blast, Blessing of Abadar, Blessing of the Gods 3, Gem of Mental Acuity ,

Displayed:
Deck: 10 Discard: 5 Buried: 1
Hero Points: 12
NOTES:
Available Support: Blessings are available for use.
My BotG add d12s instead of the normal die, and recharges if the total roll was odd.
Coordinated Blast: 1d12+6 to local Combat
Abadar: 2 dice vs. barrier
Sadomasochism: AFTER the roll, add up to 4d4 vs monster or skirmish barrier, then take Mental damage that cannot be reduced equal to number of d4s use.

Movement: Hi I'm Amaryllis! Move me to the Swamp if my location closes!
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Mute Hag, Headband of Alluring Charisma , Blessing of the Gods 4, Dominate, Cloudburst, Blessing of the Gods, Codex of Conversations, Autumn Witch, Blessing of the Gods 2, Wand of Detect Magic
Recharged:
Discard Pile: Yap the Pixie, Blessing of Pharasma, Cleric of Nethys, Reveler, Life Leech,
Buried Pile: Swipe,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☑ +2
Fortitude: Constitution +2 (4)
Intelligence d4 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +2 (6)

Favored Card: SPELL
Hand Size: 6 ☑ 9
Proficiencies:
Armor
POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand ([_] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([_] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] After you reset your hand, you may shuffle your deck ([_] and you may shuffle your location deck).
[_] Reduce Electricity ([_] and Fire) damage dealt to you by 1d4.
[X] When you play Blessing of the Gods, add a d12 in place of the normal die. ([X] If the result was odd, you may recharge the blessing.)
[X] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.

At the end of your turn, after you reset your hand, you may attempt to recharge a spell in your discard pile.

Life Leech: Arcane 15: 1d12 + 6 ⇒ (9) + 6 = 15 -> Life Leech recharged.

After you reset your hand, you may shuffle your deck. I do.

UPKEEP:
Raheli heals 1 and receives other Staff of Greater Healing.
Ruin Card 1 RECHARGED.
Ruin Card 2 ACQUIRED.
Ruin Card 3-4 BANISHED.


Raheli Deck Handler

Drake BYA: Acrobatics 11: 1d10 + 4 ⇒ (10) + 4 = 14 Success, no damage.

Healed for 1 - Gem of Mental Acuity (2), and then healed for 1 again - Imp. And receive another Staff!!

-----------

Turn 21, The Eclipse
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.

SoT, reveal Staff of Greater Healing to heal 1 - Ice Chemist, and then pass off to Ezren.

Raheli heads deeper into the Ruins to try and clear out some of the additional threats. She quickly recognizes a trap and sets about to disarm it.

Recharge Staff of Life (5) on check to defeat, go big so we don't take more damage...

Crematory Blast-CtD: Intelligence 10: 1d8 + 2 + 1d4 + 5 ⇒ (2) + 2 + (1) + 5 = 10 Success, banished. Well that was entirely too close.

Discard Lyrune-quah Moon Maiden to examine - Locked Door, and explore.

Behind that trap she finds a locked door that she quickly sets about picking the lock with her hair.

Locked Door-CtD: Disable 12: 1d10 + 4 + 1d4 + 4 ⇒ (4) + 4 + (4) + 4 = 16 Success, free explore.

Behind the locked door, Raheli finds a Bow. It's not something she has too much interest in...so she passes it by. Autofail Vindicator, banished.

A little out of tricks for the moment, Raheli pauses to remember where she stashed a few more things to throw.

Raheli, Night-Haired Witch wrote:

Hand: Twisted Space, Magnetic Grimoire (4), Phoenix Staff (2), Byzantine Lexicon (2), Staff of Minor Healing (3), Good Omen, Blessing of the Savored Sting,

Displayed: Flying Squirrel,
Deck: 10 Discard: 5 Buried: 2
Current Location: Cave
Hero Points: 3
Box Reroll Used Y
NOTES:
Other: At the start of each scenario, after drawing starting hands, Raheli may discard a new Harrow blessing.
When a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Anathemic Volume (2), Cleric of Nethys , Gem of Mental Acuity (2), The Teamster, Samisen of Oracular Vision (5), Ice Chemist, Imp, Evocation Staff (5), Fly
Recharged: Staff of Life (5),
Discard Pile: Norgorber's Shadow, Lyrune-quah Moon Maiden, Vampire Bat, Blessing of Seventh Veil, Summon Hellhounds,
Buried Pile: Blessing of the Savored Sting (2), Cure,

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use Dexterity + 1d8 (■ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (□ If you succeed at the check, you may draw a card.)
On your check to defeat (■ or to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (■ plus the items' highest level) to your check. (□ Then you may shuffle your deck.)
□ On your Dexterity check, you may discard a spell to reroll.
■ When you suffer Combat (■ or any) damage, you may discard a spell or an item to reduce it to 0.
□ When you fail to acquire a boon and would banish it, you may instead shuffle it(□ or reload ) into its location.



STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

Hour: Waxworks. At the start of your turn, discard a blessing or suffer the scourge Exhausted.

SOT examine top card of Swamp: Troll.

SOT discard Master of Masters to hour.

Heal myself with Elixir of Healing, then display Third Eye. Not exploring.

Quinn wrote:

Hand: Djinn, Elixir of Focus, The Publican, Wyvern Poison, Formian Myrmidon, Twitch Tonic (Core), Shocking Sawtooth Saber, Staff of Greater Healing,

Displayed: Greater Bolstering Armor, Glamered Leather Armor, Third Eye,
Deck: 10 Discard: 0 Buried: 3
Hero Points: 11
"NOTES:
Available Support: Any boon buries to add 1d8+5 vs. local barrier.
Other: Dancing Dagger freely adds 1d4 to local combat."

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On local check vs. barrier, may bury an item ([x] or a boon) to add Perception.
At ([X] start or) end of turn, may examine top card of your location.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: n


Deck Handler Desired Upgrades: Spell 1

The Big Sky: When this is the hour: At the start of your turn, you may remove 1 of your scourges. Examine the top card of my deck: Nightspear. Reveal Staff of Greater Healing to heal for 1.

Ruin Card 7: Vindicator:

CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Banished. Send Bound Imp (Core) to recovery to draw 2 cards: Chain Lightning (Core) and Death's Touch (Core). Discard Leech to explore.

Ruin Card 8: Villain Proxy V1/Rippling-Sapphire-Crown:

7-99
Story Bane 1
Type: Monster
Traits:
Outsider
Protean
Veteran
To Defeat:
Combat 12+##
THEN Charisma Arcane Diplomacy Divine 10+#
Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
1. Acid
2. Cold
3. Electricity
4. Fire
Before acting, you may uncheck a skill feat on your character or role card and check a different skill feat.
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.
After acting, suffer the scourge Dazed.

Quinn auto guards.

resistant to: 1d4 ⇒ 1 Acid
resistant to: 1d4 ⇒ 3 Electricity

combat 12 +6 +6 casting Meteor Swarm (Core) adding fire, discarding The Marriage to bless and add Raheli's Intelligence die, recharging Hippogriff to add 2d4, Raheli reveals Magnetic Grimoire, freely revealing Headband of Mental Superiority, aided by Leech: 2d12 + 2d6 + 2d10 + 1d8 + 2d4 + 1d4 + 1d4 + 1d4 + 6 ⇒ (12, 11) + (1, 2) + (5, 6) + (2) + (1, 4) + (3) + (3) + (2) + 6 = 58

No reroll due to last scenario reward. Quinn discards The Publican.

Arcane 10 +6 double blessed by The Publican, revealing Headband of Mental Superiority: 3d12 + 1d4 + 6 ⇒ (6, 12, 4) + (1) + 6 = 29

We win.


 
 
 
 
 
Development

And that, you assure the Pathfinder Society leaders at the Grand Lodge, is how it happened. You vanquished Rippling-Sapphire-Crown before the protean could gain a foothold in the world. All is well. The necromantic artifact is secure, Oakhurst is safe, and Vellumis is… well, no less intact than the usual and proper course of history would have it. And you're definitely not kobolds. Your tour through the journeys of heroes is over, and you feel you can put it all
behind you at last.

Reward

Each character chooses a type of boon, then adds a level # boon of that type. Pathfinder Adventure Card Society characters may choose a bonus deck upgrade.

Each player may choose one of their Pathfinder Adventure Card Society characters. That character gains the following power: When you encounter a Kobold monster, you may replace one Combat check to defeat it with the following check: Charisma or Diplomacy 8+#.

Adventure Reward

Each character gains a hero point that cannot be spent on a feat.

Each player may choose one of their Pathfinder Adventure Card Society characters. That character gains the following power: "When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap.’ While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed."

Acquired Cards

Lyrune-quah Moon Maiden (Ally 5)
Hippogriff (Ally 6)
Risibeth (Ally 5)
The Teamster (Blessing 1)
The Mute Hag (Blessing 1)
The Tyrant (Blessing 1)
Norgorber's Shadow (Blessing 2)
The Owl (Blessing 1)
Sadomasochism (Spell 6)
Commander's Falchion (Weapon 6)

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