Kyra - Iceman |
Off-turn: move to swamp
Kyra's turn
Hour of Calistria's Sting
You may avenge by discarding a card.
Stay at swamp
When you fail a check to defeat a monster, suffer the scourge Wounded.
Free explore of #1: Cerulean Mastermind
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ooo, a level 3 boon... recharge Noble, discard Empty Throne
Diplomacy 12: 1d8 + 1 + 1d6 + 1d8 ⇒ (3) + 1 + (6) + (4) = 14 Success
Discard Mastermind to explore #2: Volcanic Storm
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
A spell is fun too! Ask Radovan for Blessing of Abadar
Divine 11: 1d10 + 4 + 1d10 ⇒ (6) + 4 + (4) = 14 Success
Discard Bodyguard to explore #3: Harpy
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
BA Wis 6: 1d10 + 1 ⇒ (10) + 1 = 11 Success
Reveal Earthbreaker, trigger Nissa
Combat 10: 1d8 + 3 + 1d12 + 1d4 ⇒ (1) + 3 + (6) + (2) = 12 Success
End turn
Recharge Volcanic Storm to heal Blessing of Kofusachi
---
Despite the muck and the mire, or perhaps because of it, Kyra manages to rescue a rogueish fellow that hands over a valuable scroll before alerting the group to the presence of a mean-spirited harpy perched in the trees above.
Hand: Earthbreaker, Divine Insight, Restorative Touch (from Erasmus), Holy Symbol, Blessing of Kofusachi (from Radovan), Our Lord in Iron,
Displayed: Magic Chain Mail,
Deck: 8 Discard: 6 Buried: 0
Hero Points: 3
Used Accessory Reroll: N
NOTES:
Available Support: Everything has a use, from barriers to healing to blessings
Other: Local characters get d4 and Magic on all checks against Undead, Outsider, and Summoned banes.
Middle of Deck (Unknown Order): Mist Horn (Core), Volcanic Storm, Embiggen, Deathgrip, The Paladin, Divine Fortune, Noble, Soothing Word
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Perception: Wis +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine, □ Weapon
POWERS:
On a local check against an Outsider or Undead (☑ or summoned) bane, add 1d4 (□ 1d6) (□ 1d8) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.
AAUGHWHY's PFSACG Erasmus |
Move to Swamp with Kyra and Radovan
Hour is The Trumpet: Ignore cards' before acting powers.
As the defeated harpy sinks into the swamp, a pack of Random Monster 1: Barghests emerge from the muck and lunge at the party! Explore Swamp Card 4: Warband. For my Barghest, Reveal and Discard Starknife +2 for Melee+3d4+2
Combat 13: 2d6 + 4d4 + 6 ⇒ (2, 5) + (4, 1, 1, 4) + 6 = 23
Actually Defeated?: 1d4 ⇒ 3 Yup! The Warband is also defeated
Kyra and Radovan must each summon and encounter a Barghest
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
I'll pause for these fights. I think we can defeat them no problem, but I might get selected by the if defeated power
Kyra - Iceman |
Fight against a summoned Barghest
Reveal Earthbreaker, channel divinity, trigger Nissa
Combat 13: 1d8 + 3 + 1d12 + 1d4 + 1d4 ⇒ (2) + 3 + (2) + (1) + (3) = 11 I give up.
Recharge Magic Chain Mail to reduce the damage to zero
Radovan can evade and then get another monster thanks to that damage.
Radovan - Matsu Kurisu |
Out of turn update
discard Blessing of Abadar for Kyra
Fell Viridio displays (M2: Faceless Stalker, Monster 2 ) from Kyra's Baghest damage
Hand: Shadowless Sword, Red Leathers, ac Wolverine, Old Salt, , Venomous Dagger +2,
Displayed: Quang[AD2,AD1, ], Fell Viridio[AD2 ], Norge[AD2 ], , , ,
Deck: 9 Discard: 5 Buried: 1
Notes: Any support available.
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2
Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
AAUGHWHY's PFSACG Erasmus |
Continuing my turn.
Erasmus hurls his starknife straight through the barghest and starts running off to retrieve it when he hears a yelp from Kyra behind him. He turns around and finds her covered in a Card 5: Spider Swarm! What happened to the barghests?!? Discard Leech to explore again. Reveal Flaming Shortbow for Ranged+1d6+1d4. The spiders are weirdly not immune to mental so add 1d4 and Mental from the Leech
Combat 10/14: 3d6 + 2d4 + 4 ⇒ (6, 2, 5) + (2, 1) + 4 = 20
Erasmus picks off the spiders with just a few shots from his bow.
"
Hand: Fate Reader Lenses, Giantbane Greataxe, Sign of the Lantern Bearer, Flaming Shorbow, Sign of the Rider,
Displayed: Spirit Relatives (have a role card), Mist Horn (Core), Magic Mithral Chain Mail,
Deck: 7 Discard: 7 Buried: 1
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, RangedSign of the Rider: Discard to bless.Once during this check, if you would discard a weapon for its power, you may recharge it instead.
Sign of the Lantern Bearer: Discard to bless, recharge vs Armors
(Signs can copy other signs in my hand)Fate-Reader Lenses: Reveal for +1d10 on any Perception check
Flaming Shorbow: If proficient, on a another character's combat check, freely discard to add 1d8 and the Fire trait.
Other: Current Spirit: Nissa
Middle of Deck (Unknown Order): Sign of the Pack 2, Mind Thrust, The Missing Eye, Zellara's Harrow Deck, Sign of the Pack, Planchette
Recharged: Bound Imp,
Discard Pile:
Buried Pile:
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1
Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile
Radovan - Matsu Kurisu |
Turn order - Radovan, Reiko/Cthonicthul, Kyra/Iceman91, Erasmus/AAUGHWHY
Out of turn updates
Hour: 3 Radovan/Matsu_Kurisu: The Queen Mother
When this is the hour: Your Knowledge check is blessed.
Current Location = #5: Swamp
Give card = No
Move = No
At this location = When you fail a check to defeat a monster, suffer the scourge Wounded.
Free explore = 6: Madness Mist Trap, Barrier 3: Disable 8
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Disable 1d8+2+2, Recharge Old Salt +3
Disable 8: 1d8 + 2 + 2 + 3 ⇒ (8) + 2 + 2 + 3 = 15 Banished
Defeated.draw(I1: Sacred Candle, Item 1)
Bury Sacred Candle, draw(2 Radovan/Matsu_Kurisu: The Queen Mother)
Hour is now: 1 Erasmus/AAUGHWHY: The Trumpet
When this is the hour: Ignore cards' before acting powers.
Discard ac Wolverine explore, +1d6 stealth = 7: Henchman Proxy A4
Planar Rift: Barrier Story Bane 1: Combat 17(11+3+3)
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.
BYA Ignored by Hour power
Reveal Venomous Dagger +2 1d8+2+2+1d4+2, Radovan 1HD +1d4, Norge +1 Fire, Fell Viridio +2 Poison, Fell Viridio banish[AD2] +2d6+2
#Locations = 2, +2DC
Combat 21(17+4): 1d8 + 2 + 2 + 1d4 + 2 + 1d4 + 1 + 2 + 2d6 + 2 ⇒ (4) + 2 + 2 + (4) + 2 + (3) + 1 + 2 + (5, 6) + 2 = 33 Banished. Add 1 trap
When Closing: shuffle a new monster into each location. (Add M1 to #7: Thicket)
On closing, everyone moves to #7: Thicket
End of Turn
Discard
Draw up Blessing of the Quartermaster, Venomous Fighting Fan +1
Summary
Location = #5: Swamp - CLOSED
Acquired = I1: Sacred Candle, 2 Radovan/Matsu_Kurisu: The Queen Mother
Banished = 6: Madness Mist Trap, 7: Henchman Proxy A4
Examined =
Displayed = Add 1 trap
Location = #7: Thicket
Acquired =
Banished =
Add = M1 to #7: Thicket
Examined =
From Box = I1: Sacred Candle, 2 Radovan/Matsu_Kurisu: The Queen Mother
Displayed =
Give: =
Used =
Other = On closing, everyone moves to #7: Thicket
Hand: Shadowless Sword, Red Leathers, Blessing of the Quartermaster, Venomous Fighting Fan +1, ac The Queen Mother, Venomous Dagger +2,
Displayed: Quang[AD2,AD1, ], Fell Viridio[ ], Norge[AD2 ], , , ,
Deck: 9 Discard: 6 Buried: 2
Notes: Any support available.
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2
Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
Radovan - Matsu Kurisu |
Out of turn updates
Had forgot to apply the heal 2 from Kyra
Grogul
Vreva Jhafae
Card not healed: 1d3 ⇒ 3 (Vreva Jhafae)
Hand: Shadowless Sword, Red Leathers, Blessing of the Quartermaster, Venomous Fighting Fan +1, ac The Queen Mother, Venomous Dagger +2,
Displayed: Quang[AD2,AD1, ], Fell Viridio[ ], Norge[AD2 ], , , ,
Deck: 12 Discard: 4 Buried: 2
Notes: Any support available.
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2
Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
Reiko - Chthonicthul |
Off-turn: Move to Thicket
Turn 15: Reiko/Erastil's Eye
"At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled."
Dexterity 7 to avoid Entangled: 1d10 + 3 ⇒ (4) + 3 = 7 Success
Explore first Thicket card, with 8 being new Monster: 1d8 ⇒ 5 Pixie Gang
Acrobatics 10 to defeat Pixie Gang, adding four for local characters: 1d10 + 3 + 3 + 4 ⇒ (1) + 3 + 3 + 4 = 11 Success, and no card-giving shenanigans
Discard Daggermark Poisoner to explore next Thicket card, with 7 being new Monster: 1d7 ⇒ 1 Acadamae Scholar
Arcane 10 to acquire Acadamae Scholar, recharging Gem of Physical Prowess to use Dexterity: 1d10 + 3 ⇒ (8) + 3 = 11 Success; acquired
Discard Academae Scholar to explore next Thicket card, with 6 being new Monster: 1d6 ⇒ 2 Werewolf
Combat 11 to defeat Werewolf, recharging Venomous Dagger +2 to use Ranged plus 1d4 + 2 + 1d12: 1d10 + 3 + 2 + 1d4 + 2 + 1d12 ⇒ (10) + 3 + 2 + (3) + 2 + (7) = 27 Defeated; banished
Reiko heads into the dense thicket with the others. A hopelessly stuck man is being tormented by a gang of pixies; Reiko shoos them away and helps him up. Almost immediately, he grows hair in improbable places and attacks; but Reiko brings this were wolf down.
Reset hand and end turn.
Hand: Materialize, Stormrune Knife, The Crows (acquired), Compass, Venomous Fighting Fan +1,
Displayed:
Deck: 7 Discard: 7 Buried: 0
"Current Location: Thicket
Hero Points Available/Used: 3"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for C: Return to the Fangwood?: N"
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Role Card: Saboteur
Favored Card: card that has the Poison trait or weapon
Hand Size: 5 ☐ 6
Proficiencies:
[]Light Armor, Weapons
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. (☐ Then you may either examine the top card of your location deck or move.)
BR EmpTyger |
During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.
During This Scenario: Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.
Replace your race trait 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 B) into it. All Proxy A cards are now the closing henchman Planar Rift.
When you defeat the Kobold Chieftain, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown (Proxy V1) into it.
Additional Rules: Story Banes:
Villain: None
Traits:
Kobold
Sorcerer
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.
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.
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.
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 2. Cold 3. Electricity 4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
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.
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 Level (#): 3
Turn: 16, Kyra/Iceman91
Monsters
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Barriers
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Weapons
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Spells
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Allies
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
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.
Hour Power: On your check against an Outsider card, add 1d4.
Current Hour:
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hours Remaining: 14
Hourglass
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.
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The 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.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
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.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
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.
Location #7: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Reiko, Kyra, Radovan, Erasmus, Proxy B
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.
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
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.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Kyra - Iceman |
Off-turn: Cast Restorative Touch at some point
1d4 + 1 ⇒ (1) + 1 = 2 cards healed (Gluttony, Empty Throne) and Wounded removed.
Recovery, using Holy Symbol: Divine 10: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15
Kyra's turn
Hour of Iomedae's Justice
On your check against an Outsider card, add 1d4.
Start at Thicket
Become Entangled
Discard Blessing of Kofusachi to retrieve Mist Horn from deck.
You'll get the blessing back someday, Radovan
Free explore of #1: Kobold Chieftain (Proxy B)
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.
BA: Drake is summoned by 1d4 ⇒ 1 Erasmus (unless Reiko Materializes - but we need it defeated, so the encounter is happening regardless)
Drake is 1d4 ⇒ 1 acid-breathing.
BA: channel divinity (for everyone)
Dex 8: 1d4 + 1d4 ⇒ (4) + (4) = 8 Holy crap!
If anyone fails, will display Mist Horn to reduce damage by 2.
Pausing to at least alert everyone...
Kyra - Iceman |
Reveal Earthbreaker, trigger Nissa, recharge Our Lord in Iron
Combat 17: 1d8 + 3 + 1d12 + 1d4 + 1d8 ⇒ (1) + 3 + (1) + (1) + (3) = 9 Gorum disapproves
Combat 17: 1d8 + 3 + 1d12 + 1d4 + 3 ⇒ (7) + 3 + (4) + (1) + 3 = 18 Success
Close location: Summon Treacherous Tunnels
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Cast Divine Insight, channel divinity
Wis 9: 1d10 + 4 + 2d6 + 1d4 ⇒ (8) + 4 + (5, 2) + (1) = 20 Success
We're off to see the Ruin, the wonderful Ruin it is.
Kyra - Iceman |
Lose Entangled when location closes.
Recover Divine Insight, using Holy Symbol: Divine 8: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (2) = 16
Note that if everyone passes the Drake's dex/acro check, then mist horn is still in hand and the armor is not displayed (it was the last card drawn).
Hand: Earthbreaker, Deathgrip, Holy Symbol, The Empty Throne, The Paladin,
Displayed: Mist Horn (Core), Magic Chain Mail,
Deck: 9 Discard: 5 Buried: 0
Hero Points: 3
Used Accessory Reroll: N
NOTES:
Available Support: Blessings and Earthbreaker are available
Other: Local characters get d4 and Magic on all checks against Undead, Outsider, and Summoned banes.
Deck, Discard, Buried
Middle of Deck (Unknown Order): Urgathoa's Gluttony, Soothing Word, Divine Fortune, Volcanic Storm, Embiggen, Noble
Recharged: Restorative Touch (from Erasmus), Our Lord in Iron, Divine Insight,
Discard Pile:
Buried Pile:
Skills and Powers
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Perception: Wis +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine, □ Weapon
POWERS:
On a local check against an Outsider or Undead (☑ or summoned) bane, add 1d4 (□ 1d6) (□ 1d8) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.
Radovan - Matsu Kurisu |
Out of turn
Drake
Before acting, Acrobatics 8(5+3) check or suffer 1d4 Acid damage.
Acrobatics 1d8+2+2, Kyra vs Summon +1d4, Reveal Red Leathers +2
Acrobatics 8: 1d8 + 2 + 2 + 1d4 + 2 ⇒ (4) + 2 + 2 + (2) + 2 = 12 Success
Hand: Shadowless Sword, Red Leathers, Blessing of the Quartermaster, Venomous Fighting Fan +1, ac The Queen Mother, Venomous Dagger +2,
Displayed: Quang[AD2,AD1, ], Fell Viridio[ ], Norge[AD2 ], , , ,
Deck: 12 Discard: 4 Buried: 2
Notes: Any support available.
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2
Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
Reiko - Chthonicthul |
Reiko leaps to avoid the magenta spray of acid.
Acrobatics 8 to avoid acid damage: 1d10 + 3 + 3 ⇒ (4) + 3 + 3 = 10 Success; no Acid damage
AAUGHWHY's PFSACG Erasmus |
On Kyra's turn, summon the Drake
BA, Recharge Radovan's Blessing of the Quartermaster
DEX 8: 2d8 + 1d4 ⇒ (1, 5) + (1) = 7 Ugh
Damage: 1d4 ⇒ 2 Mist Horn please! Damage is reduced to 0
For the combats, reveal Flaming Shortbow for Ranged+1d6+1d4.
Combat 16: 3d6 + 2d4 + 4 ⇒ (6, 6, 5) + (3, 3) + 4 = 27
Combat 14: 3d6 + 2d4 + 4 ⇒ (1, 5, 3) + (2, 1) + 4 = 16
Kyra blows her horn and a mysterious fog rolls into the thicket. The drake completely loses sight of the party until an flaming arrow flies through the mist! By then, it was too late...
BR EmpTyger |
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.
Add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown (Proxy V1) into it.
To win, corner and defeat the villain Rippling-Sapphire-Crown.
BR EmpTyger |
During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.
During This Scenario: Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.
Replace your race trait 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 B) into it. All Proxy A cards are now the closing henchman Planar Rift.
When you defeat the Kobold Chieftain, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown (Proxy V1) into it.
Additional Rules: Story Banes:
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.
Traits:
Kobold
Sorcerer
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.
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.
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.
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 2. Cold 3. Electricity 4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
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.
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.
To win, corner and defeat the villain Rippling-Sapphire-Crown.
Scenario Level (#): 3
Turn: 17, Erasmus/AAUGHWHY
Monsters
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Barriers
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Weapons
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Spells
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Allies
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
CotCT
Ally 2
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Blessings
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hour Power: At the start of your turn, summon and encounter an ally.
Current Hour:
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.
Hours Remaining: 13
Hourglass
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The 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.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
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.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
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.
Location #8: 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: Reiko, Kyra, Radovan, Erasmus
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
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.
AAUGHWHY's PFSACG Erasmus |
Hour is the Marraige: At the start of your turn, summon and encounter an ally.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Melee 9: 2d6 + 4 ⇒ (5, 6) + 4 = 15 Acquired!
The rift opening over the nearby ruins attracts the attention of adventurers and retired military veterans in Oakheart. A grizzled Naval Hero joins the fray to close the portal for good!
The team charges forward through a sculpture garden when a flash of light and heat from the portal stuns them in their tracks. Erasmus blinks the stars from his eyes and finds a Card 1: Inquisitor Devil standing where the largest statue once was. Reveal Flaming Shortbow, removing 1d4 and Fire for Ranged+1d6. Recharge Naval Hero for +1d6. Kyra adds 1d4
Combat 17: 4d6 + 1d4 + 4 ⇒ (5, 2, 1, 4) + (3) + 4 = 19 Defeated!
Kyra charges an arrow with holy light and a direct hit in the devil's chest banishes it to its home realm.
Erasmus thinks to check his cards for any warnings of future reality-shifts and finds that a few of them have been marked with dogear folds... Discard Sign of the Lantern Bearer (copying Rider) to explore again. Encounter Card 2: Marked Cards
INT 10: 1d8 ⇒ 6 Worth a shot: Bury Giantbane Greataxe to Spirit Surge forb+1d4+1
INT 10: 1d4 + 7 ⇒ (2) + 7 = 9 Ah too bad...
The cards may not be of any help, but maybe some good old-fashioned intuition and insight will. That, and a good helping of Card 3: Divine Fortune. Discard Sign of the Rider to explore again. Bury Fate-Reader Lenses to move the Spirit Relatives Marker to Veldira
Divine 11: 2d6 + 5 ⇒ (3, 4) + 5 = 12 Nice!
Erasmus utters an echoing prayer and the clouds surrounding the rift begin to coalesce into a rippling spiral. Display Divine Fortune: +1d6 to local checks
"
Hand: Sign of the Pack, The Missing Eye, Zellara's Harrow Deck, Flaming Shorbow, Sign of the Pack 2,
Displayed: Spirit Relatives (have a role card), Mist Horn (Core), Magic Mithral Chain Mail, Divine Fortune,
Deck: 4 Discard: 9 Buried: 3
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception, SurvivalSign of the Pack: Discard to bless. Recharge vs Blessings
(Signs can copy other signs in my hand)Flaming Shorbow: If proficient, on a another character's combat check, freely discard to add 1d8 and the Fire trait.
Other: Current Spirit: VeldiraDivine Fortune: +1d6 to local checks
Middle of Deck (Unknown Order): Mind Thrust, Planchette
Recharged: Bound Imp, Naval Hero,
Discard Pile:
Buried Pile:
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1
Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile
Radovan - Matsu Kurisu |
Turn order - Radovan, Reiko/Cthonicthul, Kyra/Iceman91, Erasmus/AAUGHWHY
Out of turn updates
Recharge Blessing of the Quartermaster for Erasmus
Display M1 Chimera, Monster 3 on Fell Viridio[ ] from Erasmus
Hour: 1 Radovan/Matsu_Kurisu: The Theater
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
Hour.Examine & encounter Ruin Card 4: Symbol of Sleep, Barrier 1: Wisdom 8
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Wisdom 1d6, Divine Fortune +1d6, Quang[AD2] +1d6+2
Wisdom 8: 1d6 + 1d6 + 1d6 + 2 ⇒ (5) + (6) + (2) + 2 = 15 Banished. [/b]
Current Location = #8: Ruin
Give card = No
Move = No
At this location = When a monster is undefeated, shuffle a new monster into the location.
[b]Erasmus recovery Zellara's Harrow Deck examine 3 & rearrange
Ruin Card 7: Villain Proxy V1
Ruin Card 5: Shock Glaive
Ruin Card 6: Summoning Trap
Free explore = Ruin Card 7: Villain Proxy V1
Rippling-Sapphire-Crown (Proxy V1): Monster Story Bane 1: Combat 18(12+3+3) THEN Diplomacy 13(10+3)
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.
Ignore reroll due to scenario boon
Resistances: 2d4 ⇒ (1, 3) = 4 1 Acid, 3 Elictricity
Reveal and recharge Venomous Fighting Fan +1 1d8+2+2+1d4+1+1d12, freely discard Venomous Dagger +2 +1d4+2, Norge +1 Fire, Norge[AD2] +1d8+2, Fell Viridio +2 Poison, Fell Viridio banish[AD3] +2d6+3, Traps +1d6+1, Divine fortune +1d6
#1 Combat 18: 1d8 + 2 + 2 + 1d4 + 1 + 1d12 + 1d4 + 2 + 1 + 1d8 + 2 + 2 + 2d6 + 3 + 1d6 + 1 + 1d6 ⇒ (1) + 2 + 2 + (1) + 1 + (11) + (4) + 2 + 1 + (7) + 2 + 2 + (6, 5) + 3 + (6) + 1 + (4) = 61 Success
Diplomacy 1d8+1+2+2, Reveal Red Leathers +2, Quang[AD1, ] +1d6+1, Divine fortune +1d6, Erasmus sceance +1d4
#2 Diplomacy 13: 1d8 + 1 + 2 + 2 + 2 + 1d6 + 1 + 1d6 + 1d4 ⇒ (7) + 1 + 2 + 2 + 2 + (4) + 1 + (3) + (2) = 24 Success. Banished
Suffer Dazed
We Win!!
BR EmpTyger |
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 3 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+#.
HERO POINT
Each character earns a Hero Point.
Kyra may spend it on a Skill feat.
ACQUIRED CARDS
- Cerulean Mastermind (Ally 3)
- Acadamae Scholar (Ally 3)
- Wolverine (Ally 3)
- Naval Hero (Ally 2)
- Gang Enforcer (Ally 1)
- Bound Imp (Ally 1)
- Archer's Kite Shield (Armor 1)
- The Crows (Blessing 1)
- The Joke (Blessing 1)
- The Queen Mother (Blessing 1)
- Sacred Candle (Item 1)
- Volcanic Storm (Spell 3)
- Divine Fortune (Spell 3)
- Flaming Shortbow (Weapon 1)
BR EmpTyger |
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."