| Arabundi - Chthonicthul |
Turn 14: Arabundi/Lamashtu's Madness
At start of turn, move the Shield Guardian to: 1d3 ⇒ 2 Caves
Explore Crypt Card #1: Rovagug's Destruction. Don't want it; will not attempt to acquire
Discard Surgeon to explore Crypt Card #2: Shapechange
Divine 13 to acquire Shapechange, adding 4 for almost-never-used character power: 1d8 + 2 + 4 + 1 ⇒ (3) + 2 + 4 + 1 = 10 Ah well, failure; banished
Arabundi casts his eyes around the crypt he finds himself in. For a wonder, there are no enemies to be seen. So, he prays and tries to recall spells that may help in this situation, Neither goes particularly well, so he re-shoulders his pack and trudges on.
Reset hand and end turn.
Hand: Deathbane Light Crossbow (loot for Dagger), Celestial Crossbow +3, Daikyu of Command, Blessing of Erastil, Masterwork Tools, Ophidian Armor, Dust of Revealing (acquired), Blessing of Achaekek,
Displayed:
Deck: 9 Discard: 3 Buried: 0
"Current Location: Crypt
Hero Points Available/Used: 1 / 17"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-6B: Unknown As Well?: N"
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2
Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire ([X] or any) damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
At the end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 to a combat check by a character at another location.
| Kyra - Kulko |
OffTurn
Test Ember Ghoul
Fort 8: 1d6 + 2 ⇒ (3) + 2 = 5 Bury top card (Duskwarden Ranger)
Turn 15: Kyra
The Hour is Sarenrae's Light
When this is the hour: When you heal, you may heal an additional card.
Start of Turn[ooc]
Move Shield Golem: 1d3 ⇒ 2 [ooc]Move to Cave
Move to Crypt
Display Divine Fortune
Free explore
[/ooc]
Story Bane
Traits: Construct Golem Veteran
To Defeat: Combat 19+#
Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Waiting for Rivani to Decide if to guard
| Kyra - Kulko |
Turn 15: Kyra (cont.)
Play Divine fortune
Fight golem with Serithial
Recharge Our Lord in Iron to Bless
CtD Combat 27: 2d8 + 5 + 1d12 + 4 + 2d6 + 1d6 ⇒ (3, 2) + 5 + (11) + 4 + (5, 4) + (2) = 36 Defeated, Villan flees
Trying to close Playing Aid
CtC Divine 11: 1d10 + 5 + 1d4 + 6 ⇒ (2) + 5 + (2) + 6 = 15 Success
Exmaine top card of the Hourglass and decline to acquire.
End of turn
Autorecharge Aid
Recharge Disable Mechanism to heal Arabundi 2 cards
reset Hand
Hand: Thundering Earthbreaker, The Healing Light, Disable Mechanism, Third Eye, Ring of Immolation, Serithtial,
Displayed: Hellknight Plate, Divine Fortune,
Deck: 10 Discard: 3 Buried: 2
Hero Points: 1
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead/Outsiders
Use Blessings as needed
Use Divine Insight/Aid as needed
Movement: Move with Rivani if location closes
Middle of Deck (Unknown Order): Gorum's Iron, Desna's Freedom
Recharged: Wand of Restorative Touch (Loot), Angelic Armor, Speed Battleaxe, Sklar-quah Thundercaller, Enchant Weapon (Flex), Our Lord In Iron, Our Lord In Iron (Loot), Aid,
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 ☐ 7
Proficiencies:
Armor, Divine, [X] Weapon
POWERS:
On a local check against an Outsider or Undead bane, ([] or against a Divine or Healing boon), add 1d4 ([X] 1d6) and the Magic trait.
At the ([] start or) end of your turn, you may recharge a Divine card to ([X] remove a scourge from a local character or) heal a local character a card ([] or 1d4 cards).
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
[x] On your check to recharge a Divine non-Attack spell, you may automatically succeed. ([] Then you may shuffle your deck.)
[X] When a local character would suffer a scourge, you may suffer it instead.
| BR - Scenario Update |
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
Harrow Blessing
The Empty Throne - Suit: Crowns
During This Scenario: 7-6B: Unknown As Well
At the beginning of each turn, move the Shield Guardian to a random location.
After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location.
For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian.
When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass.
Additional Rules: Danger:
Sentinel Devil
Villain:
Story Bane
Traits: Construct Golem Veteran
To Defeat: Combat 19+#
Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Henchman (Non-Closing):
Story Bane
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.
Villains cornered
0
Scenario Level (#): 6
Turn: 16, Hayato/rhynndavrie
Monsters
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
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.
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Barriers
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.
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.
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.
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.
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.
Weapons
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.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
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.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
Spells
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.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
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.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
Armors
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.
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.
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.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* 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.
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.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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.
CotCT
Item 6
Traits:
Alchemical
Attack
Bludgeoning
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.
DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.
Allies
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
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.
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.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
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.
Blessings
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 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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.
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: 14
Hourglass
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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
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.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Location #1: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 3
Located/Displayed Here: None
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.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
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.
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 B definition.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
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.
Location #4: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Rivani/sirrogue, Shield Guardian
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
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.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
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.
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
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 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Location #6: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Hayato/rhynndavrie, Arabundi/Chthonicthul, Kyra/Kulko, Divine Fortune
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.
| Hayato - Rhynn |
Turn 16, The Marriage
Hour Power: At the start of your turn, summon and encounter an ally.
Shield Golem: 1d3 ⇒ 3 Crypt
SoT draw Retriever.
SoT discard top of deck (Wound) - Jinfu (ouch)
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Wolverine-CtA: Survival 9: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4 Banished.
Move over to Caves and free explore - Henchman Proxy (Sentinel Devil)
Story Bane
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.
Reveal Frost Lance, reveal warhorse, first strike, add for local friend.
Sentinel Devil-CtD: Combat 23: 1d10 + 6 + 1d8 + 2 + 1d8 + 2 + 1d6 + 2 ⇒ (3) + 6 + (7) + 2 + (6) + 2 + (2) + 2 = 30 Success, banished, already wounded, so whatever.
Discard Warhorse to explore - Skeletal Minotaur
Recharge BoShizuru to add 1d10 to BYA.
Skeletal Minotaur-BYA: Survival 10: 1d6 + 1 + 1d10 + 2 ⇒ (6) + 1 + (8) + 2 = 17 Success, no need to discard a weapon.
Reveal Frost Lance, reveal Retriever, first strike (warhorse), add for local friend, add for white paint.
Skeletal Minotaur-CtD: Combat 23: 1d10 + 6 + 1d8 + 2 + 1d8 + 2 + 1d6 + 2 + 1d8 ⇒ (10) + 6 + (3) + 2 + (3) + 2 + (5) + 2 + (3) = 36 Success, banished.
Hayato decides to head over and back up Rivani. On arrival at the Caves Hayato runs across another Sentinel Devil. He lowers his lance and charges it. The Devil goes down in a flurry of hooves and a lance driven through it. He wheels around and finds a Skeletal Minotaur. It goes down to another charge. Hayato peers around and decides it might be time to resupply on weapons and mounts.
Hand: Frost Lance +2, Dwarven Earthbreaker +1, Jorgenfist Spear, Stone-shard Breastplate, Retriever,
Displayed: Hellknight Plate, Mantle of Faith, White War Paint,
Deck: 11 Discard: 6 Buried: 0
Hero Points: 4
Box Reroll Used: N // Hayato, Yojimbo has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of Angradd, Sklar-quah Thundercaller, Leech, Grappler's Mask, Staff of Minor Healing, Gem of Physical Prowess, Camel, Blessing of Gorum, Pillaging Mace, Keen Orcish Axe
Recharged: Blessing of Shizuru,
Discard Pile:Blessing of the Samurai, Kazavon's Shield, Keen Orcish Axe - 2, Hatchetbird, Jinfu, Warhorse,
Buried Pile:
Skills and Powers:SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +1Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armor | Heavy Armor | Weapons
POWERS:
On your first combat check of your turn (☐ or another character's combat check on your turn), add 1d6 (☐ 1d10).
On your (■ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (■ 1d10) (☐ 2d6).
■ When another character is at your location, add 1 (■ 2) to your checks.
■ When another character at your location is dealt damage, reduce that damage by 1.
■ At the start of your turn, you may draw a card.
☐ When you play the cohort Jinfu to explore your location, you may put him on top of your deck instead of recharging him.
| Rivani - SirRogue |
OFFTURN: Rivani, Phrenic Master attempts to recover all cards in she/her Recovery pile.
Ice and Fire: Arcane 12: 1d12 + 6 ⇒ (12) + 6 = 18 -> Ice and Fire recharged.
Turn 15, now is the hour of Abadar's Law.
While this is the hour: On your check to close or to guard, add 1d4.
Start of turn, Shield Guardian moves to location 1d3 ⇒ 1: Chambers.
During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.
Caves Card 3: Immortal Ichor
Caves Card 4: Shoanti Barbarian Hide
Caves Card 5: Flanking Attack
Rivani DOES NOT opt to shuffle.
At Caves. Encounter Card 3: Immortal Ichor, BYA take 1 damage, play Fire Barrage for Combat check.
Immortal Ichor CtD Combat 23: 3d6 + 12 ⇒ (5, 3, 6) + 12 = 26 Success!
Discard Mindblade to explore Card 4: Shoanti Barbarian Hide, recharge a boon (Staff of Greater Necromancy) to banish a boon I encounter and explore again (power): Card 5: Flanking Attack. BYA Hayato gets to fight another Sentinel Devil, then play Dominate to evade my Sentinel Devil, since the barrier doesn't require defeating it to banish the barrier, :) the search location for a boon and draw it: Third Eye.
Rivani, Phrenic Master attempts to recover all cards in she/her Recovery pile.
Fire Barrage: Arcane 14: 1d12 + 6 ⇒ (1) + 6 = 7 -> Fire Barrage discarded.
Dominate: Arcane 15: 1d12 + 6 ⇒ (5) + 6 = 11 -> Dominate discarded.
Bolstered by the samurai's presence, Rivani safely settles in to temporally "scout" ahead and smirks as she formulates a plan. She comes across a vile ichor of undeath that seems immune to many things, but is able to kill it with fire. Recklessly splashing the fire onto a nearby armor rack, she destroys a moderate boon, but reveals the ambush of a pair of sentinel devils! Trusting Hayato to handle the one on her flank, she convinces the one in front of her to lead her to the finest treasure in these caves before banishing it back where it came from. She smugly returns to the party, hoping Hayato was not upset by the additional melee...
Hand: Thought Shield, Create Mindscape, Safety Bubble, Ley Line, Golem Blight, Ring of Psychic Mastery, Formless Adept,
Displayed: Third Eye,
Deck: 3 Discard: 12 Buried: 1
Hero Points: 3
NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-6B HAS been used.
Middle of Deck (Unknown Order): 0
Recharged: Blessing of Milani, Ice and Fire, Staff of Greater Necromancy,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: SPELL
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell ([X] or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
UPKEEP:
Caves Cards 3-5 BANISHED.
Caves Card 7 ACQUIRED.
Caves SHUFFLED.
Hayato takes 1 Combat damage and has to fight a Sentinel Devil + #.
| Arabundi - Chthonicthul |
On Turn 15, Kyra heals Arabundi two cards (thanks!)
Card NOT healed: 1d3 ⇒ 2 Flaming Longbow +2
Turn 18: Arabundi/Sands of the Hour
At the start of turn, the Shield Guardian moves: 1d3 ⇒ 2 Caves
Move to Chambers
Explore Chamber Card #1: Norgorber's Shadow
Dexterity 11 to acquire Norgorber's Shadow: 1d8 + 4 ⇒ (8) + 4 = 12 Oh, didn't see that coming. Acquired
Discard Norgorber's Shadow to examine the top card of your location (may shuffle it into the location): Evil Eye
Ha! Suffer the scourge Dazed then banish the barrier.
Arabundi hustles into an adjoining chamber, sensing the need for a vantage point now that the fight seems to be coming to a head. He sends a quick prayer to Norgorber, and then opens a hatch... to find a cursed symbol of some kind. A light pops in his eyes, leaving him temporarily blinded...
Reset hand and end turn.
Hand: Deathbane Light Crossbow (loot for Dagger), Celestial Crossbow +3, Daikyu of Command, Blessing of Erastil, Masterwork Tools, Ophidian Armor, Dust of Revealing (acquired), Blessing of Achaekek,
Displayed:
Deck: 11 Discard: 2 Buried: 0
"Current Location: Chambers
Hero Points Available/Used: 1 / 17 // Arabundi 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: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-6B: Unknown As Well?: N"
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2
Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire ([X] or any) damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
At the end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 to a combat check by a character at another location.
| Rivani - SirRogue |
Rivani has literally nothing to fight with but the Shield Guardian but she'll ask for a spare blessing to push her chances to above average...
Sentinel Devil CtD 23: 4d12 + 5 ⇒ (3, 6, 7, 2) + 5 = 23 Success!
Shield Guardian breakage CtD 4: 1d6 ⇒ 2 Shield Guardian is banished.
Rivani prepared for support and is unprepared to defend the villain's escape route, so she finally resorts to commanding the golem to bash down the devil keeping the path open. The guardian succeeds, blocking the path with its bulk, but is irreparably damaged in the process. Alas, it was indeed helpful!
| Arabundi - Chthonicthul |
Arabundi takes on a devil that is guarding the chamver he's in.
Summon and defeat the Danger to Guard Chambers.
Combat 23 to defeat Sentinel Devil, revealing Celestial Crossbow +3 to use Ranged plus d8 plus 3 plus 2d6 and the Force trait: 1d8 + 4 + 3 + 1d8 + 3 + 2d6 ⇒ (2) + 4 + 3 + (8) + 3 + (5, 3) = 28 Success; defeated and banished, and Chamnbers Guarded
He has a special crossbow for just such an enemy.
| Kyra - Kulko |
Turn 19: Kyra (cont.)
SoT
Stay At Crypt
Fight golem with Serithial
Discard Healing Light to Bless
Play Aid
If Arabundi wants to recharge a card he is welcome, but I will roll without it.
CtD Combat 27: 2d8 + 5 + 1d12 + 4 + 2d6 + 1d4 + 6 ⇒ (2, 8) + 5 + (12) + 4 + (5, 1) + (1) + 6 = 44 Defeated, Villan Displayed next to Agenda
Heal 1 card Move to Rivani
End of turn
Recharge Disable Mechanism to heal Rivani 1 cards
reset Hand
Hand: Thundering Earthbreaker, Our Lord In Iron (Loot), Ring of Immolation, Third Eye, Angelic Armor, Serithtial,
Displayed: Hellknight Plate,
Deck: 11 Discard: 3 Buried: 2
Hero Points: 1
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead/Outsiders
Use Blessings as needed
Use Divine Insight/Aid as needed
Movement: Move with Rivani if location closes
Middle of Deck (Unknown Order): Speed Battleaxe, Enchant Weapon (Flex), Divine Fortune, The Cyclone, Desna's Freedom, Our Lord In Iron, Wand of Restorative Touch (Loot), Gorum's Iron, Sklar-quah Thundercaller
Recharged: Aid, Disable Mechanism,
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 ☐ 7
Proficiencies:
Armor, Divine, [X] Weapon
POWERS:
On a local check against an Outsider or Undead bane, ([] or against a Divine or Healing boon), add 1d4 ([X] 1d6) and the Magic trait.
At the ([] start or) end of your turn, you may recharge a Divine card to ([X] remove a scourge from a local character or) heal a local character a card ([] or 1d4 cards).
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
[x] On your check to recharge a Divine non-Attack spell, you may automatically succeed. ([] Then you may shuffle your deck.)
[X] When a local character would suffer a scourge, you may suffer it instead.
| Hayato - Rhynn |
Draw Hellknight Plate to reduce combat damage from Immortal Ichor.
Display Hellknight Plate.
Reveal Frost Lance for combat, reveal mount, add for local friend.
Sentinel Devil-CtD: Combat 29: 1d10 + 6 + 1d8 + 2 + 1d8 + 2 + 2 ⇒ (8) + 6 + (5) + 2 + (3) + 2 + 2 = 28 Fail, but by 1, draw Hellknight Plate to reduce. Display after the check.
| BR - Scenario Update |
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
Harrow Blessing
The Empty Throne - Suit: Crowns
During This Scenario: 7-6B: Unknown As Well
At the beginning of each turn, move the Shield Guardian to a random location.
After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location.
For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian.
When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass.
Additional Rules: Danger:
Sentinel Devil
Villain:
Story Bane
Traits: Construct Golem Veteran
To Defeat: Combat 19+#
Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Henchman (Non-Closing):
Story Bane
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.
Villains cornered
1
Scenario Level (#): 6
Turn: 20, Hayato/rhynndavrie
Monsters
CotCT
Monster 6
Traits:
Fiend
Outsider
To Defeat:
Combat 24
Immune to Acid and Poison.
Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
If undefeated, suffer the scourge Plagued.
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.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
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.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Barriers
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
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.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
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.
Weapons
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.
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.
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
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.
Spells
CotCT
Spell 6
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 13
Freely display. While displayed:
* On combat checks, add 2d6 and the Acid trait.
* At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
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.
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.
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.
Armors
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.
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.
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.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
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.
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.
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.
Allies
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
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.
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.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Blessings
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
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.
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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.
Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.
Current Hour:
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.
Hours Remaining: 10
Hourglass
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
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.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Location #1: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Arabundi/Chthonicthul, None
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
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.
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 B definition.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
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.
Location #4: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Hayato/rhynndavrie, Rivani/sirrogue, Kyra/Kulko,
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
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
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.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
| Hayato - Rhynn |
Doing this out of town on my phone so sorry for it being short and likely formatted terribly.
SoT discard Camel due to wound.
SoT draw Leech, recharge to heal.
Leech Heal: 1d4 - 1 ⇒ (2) - 1 = 1 Warhorse is healed back.
Free explore - Old Deadeye, auto fail, banished.
Discard Retriever to explore -Shining Child.
Shining Child-BYA: Fortitude 8: 1d8 + 4 + 2 + 1d6 ⇒ (3) + 4 + 2 + (6) = 15 Success, not dazed.
Recharge Frost Lance and Dwarven Earthbreaker to give Rivani and Kyra 1d10 on Shining Child BYA.
Reveal Jorgenfist Spear for combat, adding for first strike, Kyra, and local friend.
Shining Child-BYA: Combat 20: 1d10 + 6 + 2d6 + 3 + 1d6 + 1d6 + 2 ⇒ (5) + 6 + (5, 2) + 3 + (5) + (5) + 2 = 33 Success, banished.
Hand: Pillaging Mace, Gem of Physical Prowess, Jorgenfist Spear, Leech, Blessing of Gorum,
Displayed: Hellknight Plate, Mantle of Faith, White War Paint, Stone-shard Breastplate,
Deck: 9 Discard: 7 Buried: 0
Hero Points: 4
Box Reroll Used: N // Hayato, Yojimbo has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Keen Orcish Axe, Staff of Minor Healing, Grappler's Mask, Blessing of Angradd, Sklar-quah Thundercaller, Blessing of Shizuru, Warhorse
Recharged: Frost Lance +2, Dwarven Earthbreaker +1,
Discard Pile:Blessing of the Samurai, Kazavon's Shield, Keen Orcish Axe - 2, Hatchetbird, Jinfu, Retriever, Camel,
Buried Pile:
Skills and Powers:SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +1Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armor | Heavy Armor | Weapons
POWERS:
On your first combat check of your turn (☐ or another character's combat check on your turn), add 1d6 (☐ 1d10).
On your (■ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (■ 1d10) (☐ 2d6).
■ When another character is at your location, add 1 (■ 2) to your checks.
■ When another character at your location is dealt damage, reduce that damage by 1.
■ At the start of your turn, you may draw a card.
☐ When you play the cohort Jinfu to explore your location, you may put him on top of your deck instead of recharging him.
| Rivani - SirRogue |
OFFTURN:
Shining Child BYA Con 8: 1d6 + 1d10 + 1d6 ⇒ (4) + (1) + (2) = 7 Failure! Blergh. I don't want to be Dazed. Hero Point!
Shining Child BYA Con 8: 1d6 + 1d10 + 1d6 ⇒ (4) + (10) + (5) = 19 Success!
Turn 21, now is the hour of Prayer.
While this is the hour: No effect.
Start of turn, Shield Guardian is still broken. *sad*
During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.
Caves Card 3: Speed Battleaxe
Caves Card 4: Cursed Statue
Caves Card 5: The Lost Harrows
Rivani DOES NOT opt to shuffle. At the end of her move step, use Third Eye to examine the top card of your location; if it has the Magic trait, you may encounter it! [b]Card 3: Speed Battleaxe is magical, encounter it. We don't need it, so auto-fail to move onward to main exploration.
At Caves. Encounter Card 4: Cursed Statue, recharge a card (Golem Blight) to use Rivani's Knowledge of Perception, draw Third Eye to add 1d10 to Perception, reveal Ring of Psychic Mastery to add 3.
Cursed Statue CtD Perception Knowledge 10: 1d12 + 6 + 3 + 1d10 ⇒ (12) + 6 + 3 + (6) = 27 Success!
Display Third Eye, discard Formless Adept to explore Card 5: The Lost Harrows, play Ley Line to add a die, reveal Ring of Psychic Mastery to add 3.
The Lost Harrows CtA Knowledge 12: 2d12 + 6 + 3 ⇒ (12, 9) + 6 + 3 = 30 Success!
Rivani's heart catches as Hayato faces off against a shining child, but she summons all her adventurousness and overcomes the wave of desolate confusion.
Pushing onward, she Sees the way forward clearly, using her newly acquired Third Eye to get a jump on exploring, blows by things they don't need to hasten her way to dispelling the cursed statue and acquiring the lost treasures it guarded. Sadly she is ill-equipped to face the final guardian and seal off the caves, but hopes her friends are up to the task.
Hand: The Lost Harrows, Create Mindscape, Safety Bubble, Blessing of Milani, Ice and Fire, Ring of Psychic Mastery, Staff of Greater Necromancy,
Displayed: Ley Line, Third Eye,
Deck: 2 Discard: 13 Buried: 1
Hero Points: 3
NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-6B HAS been used.
Middle of Deck (Unknown Order): 0
Recharged: Thought Shield, Golem Blight,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: SPELL
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell ([X] or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
UPKEEP:
Rivani used 1 Hero Point.
Caves Cards 3-4 BANISHED.
Caves Card 5 ACQUIRED.
| Arabundi - Chthonicthul |
Turn 22: Arabundi/The Cricket
Explore Chambers Card #1: Orc Rager
Before Acting Combat damage: 1d4 ⇒ 1 Discard Dust of Revealing for damage
Combat 22 to defeat Orc Rager, revealing Celestial Crossbow +3 to use Ranged plus d8 plus 3 and discarding Blessing of Achaekek to Bless: 1d8 + 4 + 3 + 1d8 + 3 + 1d8 ⇒ (3) + 4 + 3 + (6) + 3 + (6) = 25 Success; defeated and banished
The guard that charges Arabundi looks to be a simple orc, which is a far cry from the devils and constructs that have been plaguing the party. He gives it barely a glance as her brings it down with a decent shot from his crossbow.
Shuffle and into deck to disperse Dazed, reset hand and end turn.
Hand: Tooled Crocodile Skin, Blessing of Milani, Masterwork Tools, Surgeon, Celestial Crossbow +3, Divine Blaze, Daikyu of Command, Deathbane Light Crossbow (loot for Dagger),
Displayed:
Deck: 9 Discard: 4 Buried: 0
"Current Location: Chambers
Hero Points Available/Used: 1 / 17"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-6B: Unknown As Well?: N"
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2
Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire ([X] or any) damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
At the end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 to a combat check by a character at another location.
| Kyra - Kulko |
Offturn
Test Shining Child
Fort 8: 1d6 + 3 + 1d10 + 1d6 ⇒ (5) + 3 + (5) + (1) = 14 Success
Turn 23: Kyra
SoT
Stay Caves
Trying to close
Summone Devil
Reveal Serithial
Bless with our Lord in Iron
Recharge Earthbreaker to add 1d4 du to campaign power
CtD Combat 27: 2d8 + 5 + 1d12 + 4 + 2d6 + 1d6 + 1d4 ⇒ (7, 2) + 5 + (8) + 4 + (4, 1) + (1) + (4) = 36 Defeated, Location cloesed
End of turn
reset Hand
Next turn I will Use Wand of resorative touch Heal Rivani 1d4+1 card
Cards Healed: 1d4 + 1 ⇒ (1) + 1 = 2
Recover Wand Div 12: 1d10 + 5 ⇒ (7) + 5 = 12 Recharged
Hand: Gorum's Iron, Ring of Immolation, Third Eye, Angelic Armor, Serithtial,
Displayed: Hellknight Plate,
Deck: 12 Discard: 3 Buried: 2
Hero Points: 1
Box Reroll Used: No // Kyra has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead/Outsiders
Use Blessings as needed
Use Divine Insight/Aid as needed
Movement: Move with Rivani if location closes
Middle of Deck (Unknown Order): Enchant Weapon (Flex), The Cyclone, Desna's Freedom, Divine Fortune, Our Lord In Iron, Speed Battleaxe, Sklar-quah Thundercaller
Recharged: Aid, Disable Mechanism, Thundering Earthbreaker, Our Lord In Iron (Loot), Wand of Restorative Touch (Loot),
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 ☐ 7
Proficiencies:
Armor, Divine, [X] Weapon
POWERS:
On a local check against an Outsider or Undead bane, ([] or against a Divine or Healing boon), add 1d4 ([X] 1d6) and the Magic trait.
At the ([] start or) end of your turn, you may recharge a Divine card to ([X] remove a scourge from a local character or) heal a local character a card ([] or 1d4 cards).
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
[x] On your check to recharge a Divine non-Attack spell, you may automatically succeed. ([] Then you may shuffle your deck.)
[X] When a local character would suffer a scourge, you may suffer it instead.
| BR - Scenario Update |
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
Harrow Blessing
The Empty Throne - Suit: Crowns
During This Scenario: 7-6B: Unknown As Well
At the beginning of each turn, move the Shield Guardian to a random location.
After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location.
For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian.
When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass.
Additional Rules: Danger:
Sentinel Devil
Villain:
Story Bane
Traits: Construct Golem Veteran
To Defeat: Combat 19+#
Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Henchman (Non-Closing):
Story Bane
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.
Villains cornered
1
Scenario Level (#): 6
Turn: 24, Hayato/rhynndavrie
Monsters
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
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.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
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
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Weapons
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.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
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.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
Spells
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.
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
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.
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.
Armors
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.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 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.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
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.
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
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.
CotCT
Item 6
Traits:
Alchemical
Attack
Bludgeoning
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.
DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* 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.
Allies
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
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.
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.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hours Remaining: 6
Hourglass
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
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.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Location #1: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Hayato/rhynndavrie, Rivani/sirrogue, Arabundi/Chthonicthul, Kyra/Kulko, None
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
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.
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 B definition.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
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.
| Hayato - Rhynn |
SoT suffer wound - discard Staff of Minor Healing
SoT darw a card - Sklar-quah Thundercaller
Recharge Leech to heal
Leech Heal: 1d4 - 1 ⇒ (1) - 1 = 0 Darn, no heal.
Free explore - Wand of Restorative Touch
Using Arabundi's BoMilani to try and get this so it doesn't shuffle in.
Wand of Restorative Touch-CtA: Wisdom 10: 3d6 + 2 ⇒ (2, 2, 6) + 2 = 12 Success.
Display Sklar-quah Thundercaller, then discard to examine and explore - Divine Blaze.
Recharge Gem of Physical Prowess to use Strength die, discard
Divine Blaze-CtA: Wisdom 12: 2d10 + 2 ⇒ (4, 4) + 2 = 10 Box Reroll to try that one more time.
Divine Blaze-CtA: Wisdom 12: 1d10 + 6 ⇒ (7) + 6 = 13 Success.
End of turn, discard Divine Blaze. Hold onto Wand of Restorative Touch for passing off next turn.
Hayato does his best to acquire these random Divine Boons that are blocking his way forward, with the help of his friends he picks them up ad clears the way forward.
Hand: Pillaging Mace, Jorgenfist Spear, Keen Orcish Axe, Wand of Restorative Touch, Blessing of Shizuru,
Displayed: Hellknight Plate, Mantle of Faith, White War Paint, Stone-shard Breastplate,
Deck: 7 Discard: 11 Buried: 0
Hero Points: 4
Box Reroll Used: Y // Hayato, Yojimbo has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of Angradd, Grappler's Mask, Warhorse
Recharged: Frost Lance +2, Dwarven Earthbreaker +1, Leech, Gem of Physical Prowess,
Discard Pile:Blessing of the Samurai, Kazavon's Shield, Keen Orcish Axe - 2, Hatchetbird, Jinfu, Retriever, Camel, Staff of Minor Healing, Sklar-quah Thundercaller, Blessing of Gorum, Divine Blaze,
Buried Pile:
Skills and Powers:SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +1Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armor | Heavy Armor | Weapons
POWERS:
On your first combat check of your turn (☐ or another character's combat check on your turn), add 1d6 (☐ 1d10).
On your (■ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (■ 1d10) (☐ 2d6).
■ When another character is at your location, add 1 (■ 2) to your checks.
■ When another character at your location is dealt damage, reduce that damage by 1.
■ At the start of your turn, you may draw a card.
☐ When you play the cohort Jinfu to explore your location, you may put him on top of your deck instead of recharging him.
| Rivani - SirRogue |
Turn 25, now is the hour of The Fiend.
While this is the hour: When you suffer a scourge on your turn, each local character suffers it.
Start of turn, Shield Guardian is still broken. :(
During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.
Chambers Card 3: Venster Arabasti
Chambers Card 4: Villain Proxy V2
Chambers Card 5: Wand of Flame
Rivani DOES NOT opt to shuffle, but will display Safety Bubble at the Chambers.
At Chambers. Encounter Card 1: Venster Arabasti, play Create Mindscape to add 1d4 to Int/Wis/Cha checks, display The Lost Harrows to gain Charisma 1d12+6, play Blessing of Milani to add a die.
Venster Arabasti CtA Cha 14: 2d12 + 6 + 1d4 ⇒ (2, 6) + 6 + (1) = 15 Success! Trying to get cards out of my hand to dig for Golem Blight, so I will recharge Venster Arabasti to look at the top 3 of the hourglass:
Hourglass Card 2: The Real Rabbit Prince
Hourglass Card 3: The Lost
Hourglass Card 4: The Foreign Trader
Nothing great, but The Foreign Trader seems the least useless hour power, so we'll put that on top. After reset, display Ley Line at the Chambers.
As the party converges on the Chambers, Rivani's confidence grows with their numbers. She peers Ahead and can see the final villain waiting just beyond an encounter with a potential companion. Reading the ally's buttons in The Final Harrows, she is able to say all the right things and enlist their help.
While not equipped to take on the golem herself, she is more than capable of setting the stage, and beings to weave an arcane atmosphere beneficial to their final confrontation...
Hand: Formless Adept, Psychic Rager, Golem Blight, Ice and Fire, Ring of Psychic Mastery, Staff of Greater Necromancy,
Displayed: Third Eye, Create Mindscape, Safety Bubble, The Lost Harrows, Ley Line,
Deck: 2 Discard: 12 Buried: 1
Hero Points: 2
NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-6B HAS been used.
Middle of Deck (Unknown Order): Thought Shield
Recharged: Venster Arabasti,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: SPELL
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell ([X] or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
UPKEEP:
Chambers Card 3 ACQUIRED.
Chambers Cards 4-5 KNOWN.
THE FOREIGN TRADER is moved to the top of the Hourglass deck.
SAFETY BUBBLE, CREATE MINDSCAPE, LEY LINE displayed at the Chambers.
| Arabundi - Chthonicthul |
On turn 24, Arabundi discards Blessing of Milani for Hayato check.
Turn 26: Arabundi/The Real Rabbit Prince
[ooc[At start of turn, draw The Real Rabbit Prince for Hourglass power.[/ooc]
Explore Chambers Card 1: Villain Proxy V2 (Kazavon's Iron Golem)
Rivani casts Golem Blight to reduce the difficulty of the Villain: 2d4 ⇒ (4, 1) = 5
Combat 25, reduced to Combat 20, to defeat Kazavon's Iron Golem, revealing Celestial Crossbow +3 to use Ranged plus d8 plus 3, recharge Surgeon to Bless as per Hourglass power: 1d8 + 4 + 3 + 1d8 + 3 + 1d8 ⇒ (8) + 4 + 3 + (1) + 3 + (4) = 23 Success; defeated and displayed next to Hourglass
Is that game, set, match?
| BR - Scenario Update |
7-6B: Unknown As Well - Victory!!
Development:
The remains of golems and devils alike lie scattered about the hall – even the one you controlled was eventually ripped apart, weakened by some kind of neutralizing magic that emanated from the other two.
But the devils’ leader still stands. Stands, in fact, with hardly a scratch from the fight. She favors you with another wicked grin as she looks over your own handiwork. “As I expected, you fight well. This alliance of ours may prove fruitful. Come, mortals, the artificer’s ritual chambers are this way.” She turns and leads you toward the secret door, the remaining devils falling in at the rear.
Reward:
Gain a Hero Point.
Draw a level # boon of your choice and add it to the acquired cards. Each character may choose a bonus deck upgrade.
Acquired cards will be posted to the discussion.