Branda Tulles

AAUGHWHY's PACS Estra's page

99 posts. Alias of AAUGHWHY.


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Exploring the villain.

Everyone must make a WIS 6 or be unable to guard and bury a card. I'll will recharge Fox for Sajan to protect it in case I get the steed

WIS 6: 1d12 + 3 ⇒ (7) + 3 = 10

Random Local Character fights Skeletal Steed

Random Local Character 1=E, 2=S: 1d2 ⇒ 1 Me

BA DEX 7: 2d4 + 1d8 ⇒ (1, 2) + (1) = 4 Ouch
Combat Damage: 1d4 ⇒ 3 Discard Divine Insight to mitigate the damage

For the combat, reload Honaire for +1d10
Combat 17: 1d4 + 1d8 + 1d10 ⇒ (3) + (4) + (4) = 11 That wipes my hand.

Steed is undefeated, I take more damage. My hand is already wiped. Now to actually fight the villain

Villain Fight:
WIS 6: 1d12 + 3 ⇒ (7) + 3 = 10 First check suceeded. Sajan will take the combat


Hour is Iomedae's Justice: On your check against an Outsider card, add 1d4.

Display Magic Leather Armor

Mountain Start of Turn WIS 7: 1d12 + 3 ⇒ (8) + 3 = 11

Explore Mountain Card 3: Sands of the Hour

Divine 4: 1d12 + 5 ⇒ (4) + 5 = 9

Discard Sands of the Hour to examine then may explore. Examine Corrupted Priestess, the villain!

I don't really have combat options. Pausing for discussion


On Sajan's turn, discard The Waxworks as Acid Damage.

On Thargrap's Turn, cast Divine Insight

Recover Divine Insight Divine 8: 1d12 + 5 ⇒ (7) + 5 = 12

Explore Cliff Card 1: Wight. BA, discard Flame Staff as cold damage.

Knowledge 9: 1d12 + 1d8 + 1d4 + 5 ⇒ (3) + (7) + (4) + 5 = 19 Defeated. My odds for the DEX 9 check are terrible, so I'll take the damage to close

Closing Damage: 1d6 ⇒ 1 Nice! Discard Djinn as the damage. Location closed! Move to Ossuary on close

Bury Priest of Pharasma to heal

Priest of Pharasma Heal: 1d4 + 1 ⇒ (1) + 1 = 2

"

Estra wrote:

Hand: Pharasma's Knowing, Divine Insight, Honaire (Mummy's Mask), The Waxworks, Fox (Core), Magic Leather Armor (Core),

Displayed: Soul Shard,
Deck: 7 Discard: 5 Buried: 1
Hero Points: 1
NOTES:
Available Support: Divine Insight: On any check to defeat a barrier, banish to add 2d6.

Fox: On a local Intelligence or Wisdom check, recharge to add 1d4.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Cure (Core), Good Omen (Core), Aid (Core), Holy Light, The Lost, The Joke
Recharged:
Discard Pile: Locate Object (Core), The Paladin, Urgathoa's Gluttony, Flame Staff (Core), Djinn,
Buried Pile: Priest of Pharasma,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 ([ ] or 2) cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) ([ ] or reveal) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait ([X] If it is your exploration, and you acquire or defeat the card, you may explore your location.)
[ ] On your check, you may recharge a card to roll d10 instead of your Strength or Dexterity die and add the scenario's adventure deck number. ([ ] If it is a combat check, add another 1d8.)
[ ] You may reveal an ally to add 1d4 to another character's combat check ([ ] or any Strength non-combat check) at your location.

"


On Ramexes's turn, I think we should actually leave the Vampire for my turn. That way we can actually banish the cards when we close the location.

Hour is The Queen Mother: Your Knowledge check is blessed.

Encounter Shrine Card 3: Vampire. Ramexes takes the first Combat check. His Result in the spoiler is 22, which passes. I take the second Divine check.

Divine 10: 1d12 + 1d4 + 1d8 + 6 ⇒ (8) + (4) + (8) + 6 = 26 Vampire defeated!

Attempt to Close Divine 8: 1d12 + 6 ⇒ (12) + 6 = 18 Location closed, and the cards actually go away! I move to cliff

"

Estra wrote:

Hand: Djinn, The Waxworks, Honaire (Mummy's Mask), Flame Staff (Core), Priest of Pharasma, Divine Insight,

Displayed: Soul Shard,
Deck: 9 Discard: 4 Buried: 0
Hero Points: 1
NOTES:
Available Support: Divine Insight: On any check to defeat a barrier, banish to add 2d6.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Holy Light, The Lost, Good Omen (Core), Pharasma's Knowing, Soothing Word, Fox (Core)
Recharged: Magic Leather Armor (Core), Cure (Core), Aid (Core),
Discard Pile: The Joke, Locate Object (Core), The Paladin, Urgathoa's Gluttony,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 ([ ] or 2) cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) ([ ] or reveal) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait ([X] If it is your exploration, and you acquire or defeat the card, you may explore your location.)
[ ] On your check, you may recharge a card to roll d10 instead of your Strength or Dexterity die and add the scenario's adventure deck number. ([ ] If it is a combat check, add another 1d8.)
[ ] You may reveal an ally to add 1d4 to another character's combat check ([ ] or any Strength non-combat check) at your location.

"


Hour is The Lucky Drunk

Display Soul Shard

Explore Crypt Card 1: Ghoul. Reveal Flame Staff for Divine+1d4. Recharge Cure and discard Urgathoa's Gluttony to bless twice. Power adds 1d8

Combat 20: 3d12 + 1d4 + 1d8 + 5 ⇒ (10, 7, 1) + (2) + (3) + 5 = 28 Defeated!

Power lets me explore again after defeating undead. Encounter Card 2: Attic Whisperer. Reveal Flame Staff for Divine+1d4. Power adds 1d8 Thargrap needs to make a WIS 4 check or be Dazed. I auto-succeed the WIS 4.

Combat 16: 1d12 + 1d4 + 1d8 + 5 ⇒ (2) + (1) + (2) + 5 = 10 Use a Hero Point to reroll. I should have 1 left
Combat 16: 1d12 + 1d4 + 1d8 + 5 ⇒ (9) + (1) + (6) + 5 = 21 That's better! Defeated!

Explore again from defeating undead. Encounter Card 3: Mummy. Reveal Flame Staff for Divine+1d4. Cast Aid for +1d4+3. Vulnerability adds 4.

Combat 23: 1d12 + 2d4 + 1d8 + 8 ⇒ (10) + (3, 1) + (7) + 8 = 29 Nice! Defeated

Close Attempt Divine 8: 1d12 + 5 ⇒ (5) + 5 = 10 Closed!

On close, examine top card of hourglass: Sajan's The Waxworks. Draw it.

Recover Aid Divine 8: 1d12 + 5 ⇒ (10) + 5 = 15

"

Estra wrote:

Hand: Djinn, The Waxworks, Honaire (Mummy's Mask), Flame Staff (Core), Priest of Pharasma, Divine Insight,

Displayed: Soul Shard,
Deck: 9 Discard: 4 Buried: 0
Hero Points: 1
NOTES:
Available Support: Divine Insight: On any check to defeat a barrier, banish to add 2d6.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, The Lost, Soothing Word, Fox (Core), Holy Light, Good Omen (Core)
Recharged: Magic Leather Armor (Core), Cure (Core), Aid (Core),
Discard Pile: The Joke, Locate Object (Core), The Paladin, Urgathoa's Gluttony,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 ([ ] or 2) cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) ([ ] or reveal) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait ([X] If it is your exploration, and you acquire or defeat the card, you may explore your location.)
[ ] On your check, you may recharge a card to roll d10 instead of your Strength or Dexterity die and add the scenario's adventure deck number. ([ ] If it is a combat check, add another 1d8.)
[ ] You may reveal an ally to add 1d4 to another character's combat check ([ ] or any Strength non-combat check) at your location.

"


Hour is Irori's Mastery: On your blessed check, you may reroll any dice showing 1.

Explore Trail Card 1: Plague Zombie. For the first combat, reveal Flamestaff for Divine+1d4. Power adds 1d8

Combat 11: 1d12 + 1d4 + 1d8 + 5 ⇒ (7) + (3) + (5) + 5 = 20 For the 2nd combat, reveal Flame Staff and Discard Locate Object for Divine+1d4+1d8
Combat 18: 1d12 + 1d4 + 2d8 + 5 ⇒ (9) + (2) + (3, 4) + 5 = 23 Defeated! I can take the AA damage
AA Combat Damage: 1d4 - 1 ⇒ (3) - 1 = 2 Recharge Magic Leather Armor to reduce damage by 2 to 0

Close by discarding a random card: The Paladin. On close, move to Crypt.

"

Estra wrote:

Hand: Aid (Core), Urgathoa's Gluttony, Honaire (Mummy's Mask), Flame Staff (Core), Cure (Core), Soul Shard,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Aid: On any check, freely banish to add 1d4+#.

Urgathoa's Gluttony: On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Holy Light, Priest of Pharasma, Djinn, Pharasma's Knowing, Divine Insight, Fox (Core), Soothing Word, The Lost, Good Omen (Core)
Recharged: Magic Leather Armor (Core),
Discard Pile: The Joke, Locate Object (Core), The Paladin,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 ([ ] or 2) cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) ([ ] or reveal) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait ([X] If it is your exploration, and you acquire or defeat the card, you may explore your location.)
[ ] On your check, you may recharge a card to roll d10 instead of your Strength or Dexterity die and add the scenario's adventure deck number. ([ ] If it is a combat check, add another 1d8.)
[ ] You may reveal an ally to add 1d4 to another character's combat check ([ ] or any Strength non-combat check) at your location.

"


Starting location: Trail

"

Estra wrote:

Hand: Magic Leather Armor (Core), The Paladin, Honaire (Mummy's Mask), Flame Staff (Core), Cure (Core), Locate Object (Core),

Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fox (Core), The Lost, Holy Light, Urgathoa's Gluttony, Aid (Core), Soul Shard, Soothing Word, Divine Insight, Djinn, Pharasma's Knowing, Good Omen (Core), Priest of Pharasma
Recharged:
Discard Pile: The Joke,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 ([ ] or 2) cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) ([ ] or reveal) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait ([X] If it is your exploration, and you acquire or defeat the card, you may explore your location.)
[ ] On your check, you may recharge a card to roll d10 instead of your Strength or Dexterity die and add the scenario's adventure deck number. ([ ] If it is a combat check, add another 1d8.)
[ ] You may reveal an ally to add 1d4 to another character's combat check ([ ] or any Strength non-combat check) at your location.

"

Display Magic Leather Armor


Current Tier is 3.3

Spending the Hero Point on a Power Feat: "If it is your exploration, and you acquire or defeat the card, you may explore your location." On the Ectoplasmatist Role Card.

I also took a Skill Feat last scenario, but never actually checked it off on my sheet. Applying it now

Not taking a deck upgrade this time

Loot:
Continue taking The Lost


On Ramexe's turn, discard Urgathoa's Gluttony and cast Aid. When Arsenal closes, move to Tower

Recharge Aid Divine 8: 1d12 + 4 ⇒ (5) + 4 = 9 Recharged

Hour is Sands of the Hour: No Effect

Start of turn, Examine top card of Ravine, Ravine Card 1: Frostbite

Cast Soothing Word on Ramexes to heal a card and remove Poisoned

Explore Tower Card 1: Skeleton. Reload Honaire to draw Holy Light from my discards. Cast Holy Light for Divine+2d12. Power adds 1d8

Combat 16: 3d12 + 1d8 + 4 ⇒ (1, 4, 5) + (6) + 4 = 20 Defeated!

All I have left in my hand is Djinn... I think I'll stop there

Choose to discard Holy Light

"

Estra wrote:

Hand: Honaire (Mummy's Mask), Djinn, Fire Bolt, Pharasma's Knowing, The Uprising, The Lost,

Displayed: Magic Leather Armor (Core), Soul Shard,
Deck: 6 Discard: 7 Buried: 0
Hero Points: 1
NOTES:
Available Support: The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.

Pharasma's Knowing: On any check, discard to bless.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure (Core), Good Omen (Core), Priest of Pharasma, Soothing Word
Recharged: Cure (Core) 2, Aid (Core),
Discard Pile: Urgathoa's Gluttony, Divine Insight, Holy Light, The Paladin, Fox (Core), Locate Object (Core), Flame Staff (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Hour is the Theater: At the start of your turn, examine the top card of your location; you may encounter it.

Examine Crypt Card 1: Ancient Skeleton. Encounter it!. Discard Good Omen as BA. Reload Honaire to draw Holy Light from discards. Play Holy Light for Divine+2d12

combat 20: 3d12 + 1d8 + 4 ⇒ (11, 10, 4) + (7) + 4 = 36 Very defeated

For the close check, request Angban's Blessing of Milani to make sure

Divine 8: 3d12 + 4 ⇒ (8, 9, 3) + 4 = 24 Closed! Examine top card of HourglassL Sajan's The Marriage. Don't draw it

Move to Tower on close. Still "Start of my turn" so examine top card of Arsenal: Perplexing Text.

Move to Arsenal. Explore Arsenal Card 4: Perplexing Text. Discard Pharasma's Knowing to bless

Knowledge 10: 2d12 + 4 ⇒ (12, 5) + 4 = 21 Draw Random Spell: Fire Bolt

Recharge Fire Bolt to examine top 2 cards of my location: Cleaving Battleaxe and Skeletal Champion. Don't encounter the champion.

End turn. Intentionally discard Holy Light

"

Estra wrote:

Hand: Honaire (Mummy's Mask), Djinn, Aid (Core), Soothing Word, Urgathoa's Gluttony, Cure (Core) 2,

Displayed: Magic Leather Armor (Core), Soul Shard,
Deck: 2 Discard: 11 Buried: 0
Hero Points: 1
NOTES:
Available Support: Urgathoa's Gluttony: On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.

Aid: On any check, freely banish to add 1d4+#.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Cure (Core), Fire Bolt,
Discard Pile: The Uprising, Divine Insight, Holy Light, Good Omen (Core), Priest of Pharasma, Pharasma's Knowing, The Paladin, Fox (Core), Locate Object (Core), Flame Staff (Core), The Lost,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"

Cast Cure on myself

Cure: 1d4 + 1 ⇒ (4) + 1 = 5

End of Sajan's turn, Recharge Cure Divine 8: 1d12 + 4 ⇒ (7) + 4 = 11


Hour is The Tyrant: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

Explore Crypt Card 1: Spider Swarm. Reveal Flame Staff for Divine+1d4. Vulnerable adds 4.

Combat 10/14: 1d12 + 1d4 + 8 ⇒ (3) + (1) + 8 = 12 Defeated but shuffled back in

Discard Fox to explore again.
Random Crypt Card: 1d5 ⇒ 5 The All-Seeing Eye

Divine 8: 1d12 + 1d4 + 4 ⇒ (3) + (4) + 4 = 11 Acquired!

Discard The All-Seeing Eye to examine the top 2 cards of the location, rearrange, and explore

Random Card: 1d4 ⇒ 1 Spider Swarm
Random Card: 1d3 + 1 ⇒ (1) + 1 = 2 Skeleton Champion. Put it on top and explore

BA DEX 11: 1d4 + 1d8 ⇒ (3) + (1) = 4
BA Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Discard Locate Object to reduce damage by 3. Discard Flame Staff as the last damage

Reload Honaire to draw Holy Light from discards. Play Holy Light for Divine+2d12

Combat 22: 3d12 + 1d8 + 4 ⇒ (1, 2, 6) + (8) + 4 = 21 Ugh... Discard The Lost to add 11 and pass. Mark the location and shuffle in the new henchmen.

Discard the Holy Light

When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

Display Magic Leather Armor and Soul Shard. On Sajan's turn, cast Cure on myself

Cure: 1d4 + 1 ⇒ (1) + 1 = 2
Recover Cure Divine 8: 1d12 + 4 ⇒ (7) + 4 = 11


On Graveyard close, Move to Crypt

Hour is Gorum's Iron: On your non-Attack combat check, add 1.

Explore Card 1: Cure

Divine 6: 1d12 + 4 ⇒ (12) + 4 = 16 Acquired!

Discard Priest of Pharasma to explore again. Encounter Card 2: Basilisk. For the BA, Reload Honaire for +1d10 and Undead Trait

CON 6: 1d4 + 1d10 ⇒ (4) + (5) = 9 For the combat, reveal Flame Staff for Divine+1d4. Discard Cure to add 1d8

Combat 14: 1d12 + 2d4 + 1d8 + 4 ⇒ (11) + (3, 2) + (7) + 4 = 27 Defeated!

Discard Urgathoa's Gluttony to explore again. Encounter Card 3: Locked Door. Discard The Paladin to bless and add Diplomacy. Casting Aid for +1d4+3

Disable 9: 2d4 + 1d10 + 4 ⇒ (4, 4) + (3) + 4 = 15 Defeated! I may Explore

Explore from Locked Door. Encounter Card 4: Flask of Curses. Asking for Ramexes's Blessing of Abadar

WIS 8: 3d12 + 2 ⇒ (3, 10, 1) + 2 = 16 Defeated!

Recover Aid Divine 8: 1d12 + 4 ⇒ (4) + 4 = 8

"

Estra wrote:

Hand: Honaire (Mummy's Mask), Locate Object (Core), The Lost, Fox (Core), Flame Staff (Core), Good Omen (Core),

Displayed:
Deck: 7 Discard: 7 Buried: 0
Hero Points: 1
NOTES:
Available Support: Fox: On a local Intelligence or Wisdom check, recharge to add 1d4.

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soul Shard, Cure (Core), Magic Leather Armor (Core), Djinn, Pharasma's Knowing
Recharged: Soothing Word, Aid (Core),
Discard Pile: The Uprising, Divine Insight, Holy Light, Cure (Core) 2, Priest of Pharasma, Urgathoa's Gluttony, The Paladin,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Hour is the First: When you would fail a check, you may bury 1 card to reroll 1 die.

Explore Graveyard Card 6: Skeletal Champion. Auto-Fail DEX 8 check

BA Damage: 1d4 + 1 ⇒ (1) + 1 = 2 Discard Divine Insight to reduce damage by 3

For the combat, Cast Holy Light for Divine+2d12. Power adds 1d8.

Combat 19: 3d12 + 1d8 + 4 ⇒ (1, 9, 1) + (1) + 4 = 16 Ouch. All those 1s... Use my product reroll on one of the d12s
Combat 19: 1d12 + 15 ⇒ (11) + 15 = 26 That's better! AA Recharge Soothing Word

I'm out of offensive options, so I'll stop there

Recharge Holy Light Divine 10: 1d12 + 4 ⇒ (1) + 4 = 5 Discarded, which on second thought actually works out

"

Estra wrote:

Hand: Honaire (Mummy's Mask), The Paladin, Aid (Core), Urgathoa's Gluttony, Flame Staff (Core), Priest of Pharasma,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Urgathoa's Gluttony: On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.

Aid: Freely Banish for +1d4+3

The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy (1d0+1).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Locate Object (Core), The Lost, Good Omen (Core), Magic Leather Armor (Core), Pharasma's Knowing, Djinn, Cure (Core), Soul Shard, Fox (Core)
Recharged: Soothing Word,
Discard Pile: The Uprising, Divine Insight, Holy Light,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Starting location: Graveyard

Keeping in Holy Light instead of Fiery Glare

"

Estra wrote:

Hand: Honaire (Mummy's Mask), Soothing Word, Holy Light, Urgathoa's Gluttony, Divine Insight, Priest of Pharasma,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Urgathoa's Gluttony: On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.

Divine Insight: On any check to defeat a barrier, banish to add 2d6.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soul Shard, Flame Staff (Core), The Paladin, Magic Leather Armor (Core), Locate Object (Core), Good Omen (Core), Fox (Core), The Lost, Pharasma's Knowing, Aid (Core), Cure (Core), Djinn
Recharged:
Discard Pile: The Uprising,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Current Tier is 3.2

Spending the Hero Point on a Skill Feat: WIS

Spell 3: 1d1000 ⇒ 611 Replacing Soothing Word with Restorative Touch

Blessing 3 is also nice for The Lady of Mysteries, but my current blessings are also good

Loot:
Continue taking The Lost

Using the Adventure Reward from AD1 to banish Acolyte and replace it with Fox


Hour is The Publican. Referring the BR site for my turn so I don't post and extra update

I'm going to try to deal with the Haunt in the Reading Room.

For the move check, taking Thargrap's Blessing of Shax

Knowledge 9: 2d12 + 4 ⇒ (9, 1) + 4 = 14

Move to Reading Room. Explore Card 1: Azer. Reload Honaire to draw Ice Strike from my discards. Cast Ice Strike for Divine+3d6. Vulnerability adds 4.

Combat 17: 1d12 + 3d6 + 8 ⇒ (1) + (3, 5, 3) + 8 = 20 Defeated. Ice Strike reduces damage enough to negate the AA

Discard Priest of Pharasma to explore again. Card 2: The Haunt!

Divine 9: 1d12 + 1d4 + 1d8 + 4 ⇒ (2) + (3) + (5) + 4 = 14 Banished! Now all we've got is the Fly

Recharge Ice Strike Divine 14: 1d12 + 4 ⇒ (5) + 4 = 9

"

Estra wrote:

Hand: Flame Staff (Core), Cure (Core), The Paladin, Locate Object (Core), Holy Light, Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core), Soul Shard,
Deck: 5 Discard: 7 Buried: 0
Hero Points: 1
NOTES:
Available Support: Cure: Banish to heal 1d4+1 cards

The Paladin

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Djinn
Recharged: Aid (Core), Divine Insight, Soothing Word, Acolyte (Core),
Discard Pile: The Fiend, The Lost, Good Omen (Core), Ice Strike (Core), Pharasma's Knowing, Urgathoa's Gluttony, Priest of Pharasma,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


On Ramexes's turn he actually recharges the ring into the Twisting Passages

Hour is Orison

Explore Card 2: Ring of Evasion. Auto-Fail check to acquire.

Location is empty. Attempt to close. Recharge Acolyte for +1d4

WIS 8: 1d12 + 1d4 + 2 ⇒ (1) + (1) + 2 = 4 Oof. I went back through my turns and I don't think I used my reroll yet. Use it on the d12

WIS 8: 1d12 + 3 ⇒ (1) + 3 = 4 Welp... I guess we're trapped in the Twisting Passages

"

Estra wrote:

Hand: Flame Staff (Core), Cure (Core), Priest of Pharasma, Locate Object (Core), Holy Light, Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core), Soul Shard,
Deck: 6 Discard: 6 Buried: 0
Hero Points: 1
NOTES:
Available Support: Cure: Banish to heal 1d4+1 cards
Priest of Pharasma: Bury to heal a local character 1d4+1 cards.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Djinn, The Paladin
Recharged: Aid (Core), Divine Insight, Soothing Word, Acolyte (Core),
Discard Pile: The Fiend, The Lost, Good Omen (Core), Ice Strike (Core), Pharasma's Knowing, Urgathoa's Gluttony,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


On Thargrap's turn, discard Pharasma's Knowing to bless

Starting my turn. Hour is The Betrayal: When you acquire a boon, bury it.

Move to Twisting Passages. Explore card 7: Invisible Wall.

Divine 9: 1d12 + 4 ⇒ (8) + 4 = 12 Banished

Free explore. Explore Card 8: Strangler. Reload Honaire for +1d10 to the BA STR check.

STR 8: 1d4 + 1d10 ⇒ (4) + (1) = 5 Failed. Reveal Flame Staff for Divine+1d4

Combat 10: 1d12 + 1d4 + 4 ⇒ (2) + (4) + 4 = 10 Defeated!

Discard Urgathoa's Gluttony to explore Card 9: The Healing Light

Divine 8: 1d12 + 4 ⇒ (2) + 4 = 6 Too bad. Banished

Examine Ring of Evasion and recharge it into Twisting Passages

"

Estra wrote:

Hand: Flame Staff (Core), Acolyte (Core), Priest of Pharasma, Locate Object (Core), Holy Light, Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core), Soul Shard,
Deck: 6 Discard: 6 Buried: 0
Hero Points: 1
NOTES:
Available Support: Acolyte: On a local Wisdom or Divine check, recharge to add 1d4.

Priest of Pharasma: Bury to heal a local character 1d4+1 cards.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure (Core), The Paladin, Djinn
Recharged: Aid (Core), Divine Insight, Soothing Word,
Discard Pile: The Fiend, The Lost, Good Omen (Core), Ice Strike (Core), Pharasma's Knowing, Urgathoa's Gluttony,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


I think we should at least attempt to close the cell. Cast Good Omen on Ramexes's check.

STR 9: 1d8 + 1d6 + 3 ⇒ (7) + (1) + 3 = 11 Nice! Closed

Recover Good Omen Divine 8: 1d12 + 4 ⇒ (2) + 4 = 6

Start my turn. Hour is the Peacock: On your check, if no boons are played, it is blessed.

Display Soul Shard

Move to the Shrine

Encounter Card 3: Warband. Summon and encounter Dire Crocodile. Cast Ice Strike for Divine+3d6. Vulnerability adds 4. Shrine adds 2.

Combat 15: 1d12 + 3d6 + 10 ⇒ (1) + (5, 6, 1) + 10 = 23 Very defeated! Warband is also defeated, but Sajan still has to summon and encounter the Dire Crocodile

Dire Crocodile:

Monster
Traits: Animal Aquatic
To Defeat: Combat 15
Vulnerable to Cold. If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

Recharge Soothing Word to examine top 2 cards of my location. Find Card 4: Evoker and Card 5: The Worldbreaker. Recharge The World Breaker at Library.

End of turn, re-examine Evoker.

Recover Ice Strike Divine 14: 1d12 + 4 ⇒ (2) + 4 = 6

"

Estra wrote:

Hand: Flame Staff (Core), Pharasma's Knowing, Urgathoa's Gluttony, Locate Object (Core), Holy Light, Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core), Soul Shard,
Deck: 8 Discard: 4 Buried: 0
Hero Points: 1
NOTES:
Available Support: Urgathoa's Gluttony: On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.

Pharasma's Knowing: Discard to bless

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acolyte (Core), Cure (Core), The Paladin, Priest of Pharasma, Djinn
Recharged: Aid (Core), Divine Insight, Soothing Word,
Discard Pile: The Fiend, The Lost, Good Omen (Core), Ice Strike (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


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).

During This Scenario: Harrow suit is Stars

At the start of your turn, you may bury a card; if you do, examine each location. While doing so, if any examined card does not have the same level as the previously examined cards in that location, stop examining, shuffle all examined cards together, then recharge them as evenly as possible between all locations you examined. If you examine all cards in doing so, you win.

After you examine any number of boons from a location, recharge one of the examined boons into any location.

At the end of your turn, examine the top card of your location.

Additional Rules: Danger: Each time you encounter the danger, randomly choose a news level 2 or 3 barrier

Villain: None

Henchman: None

Scenario Level (#): 3

Turn: 9, Sajan/Matsu_Kurisu

Random Cards:

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

Spoiler:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

Spoiler:
Basilisk
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.

Spoiler:
Yeth Hound
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

Spoiler:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Barriers
Spoiler:
Perplexing Text
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.

Spoiler:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.

Spoiler:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.

Spoiler:
Phantasmal Apparition
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.

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

Weapons
Spoiler:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.

Spoiler:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
Light Crossbow
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.

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

Spells
Spoiler:
Sleep
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

Spoiler:
Harrowing
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.


Spoiler:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Spoiler:
False Life
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.


Spoiler:
Frozen Touch
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


Armors
Spoiler:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.

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

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

Spoiler:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* 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.

Spoiler:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

Items
Spoiler:
Elixir of Love
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


Spoiler:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.

Spoiler:
Sage's Journal
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.

Spoiler:
Red Mantis Mask
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

Spoiler:
Bracers of Protection
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.

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

Spoiler:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

Spoiler:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


Spoiler:
Dream Spider
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

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

Blessings
Spoiler:
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.

Spoiler:
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.

Spoiler:
Calistria's Sting
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.

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

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

Hour Power: No effect.

Current Hour:

Sands of the Hour:
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.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Angban/morph1470:
Spoiler:
Hourglass Card 1 Angban/morph1470
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 2 Thargrap/cartmanbeck:
Spoiler:
Hourglass Card 2 Thargrap/cartmanbeck
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.
Hourglass Card 3 Ramexes/Mhuirich:
Spoiler:
Hourglass Card 3 Ramexes/Mhuirich
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Hourglass Card 4 Estra/AAUGHWHY:
Spoiler:
Hourglass Card 4 Estra/AAUGHWHY
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 5 Sajan/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 Sajan/Matsu_Kurisu
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 6 Angban/morph1470:
Spoiler:
Hourglass Card 6 Angban/morph1470
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 7 Thargrap/cartmanbeck:
Spoiler:
Hourglass Card 7 Thargrap/cartmanbeck
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 8 Ramexes/Mhuirich:
Spoiler:
Hourglass Card 8 Ramexes/Mhuirich
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.
Hourglass Card 9 Estra/AAUGHWHY:
Spoiler:
Hourglass Card 9 Estra/AAUGHWHY
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 10 Sajan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Sajan/Matsu_Kurisu
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.
Hourglass Card 11 Angban/morph1470:
Spoiler:
Hourglass Card 11 Angban/morph1470
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 12 Thargrap/cartmanbeck:
Spoiler:
Hourglass Card 12 Thargrap/cartmanbeck
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 13 Ramexes/Mhuirich:
Spoiler:
Hourglass Card 13 Ramexes/Mhuirich
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 14 Estra/AAUGHWHY:
Spoiler:
Hourglass Card 14 Estra/AAUGHWHY
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 15 Sajan/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 Sajan/Matsu_Kurisu
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 16 Angban/morph1470:
Spoiler:
Hourglass Card 16 Angban/morph1470
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 17 Thargrap/cartmanbeck:
Spoiler:
Hourglass Card 17 Thargrap/cartmanbeck
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 18 Ramexes/Mhuirich:
Spoiler:
Hourglass Card 18 Ramexes/Mhuirich
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 19 Estra/AAUGHWHY:
Spoiler:
Hourglass Card 19 Estra/AAUGHWHY
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 20 Sajan/Matsu_Kurisu:
Spoiler:
Hourglass Card 20 Sajan/Matsu_Kurisu
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 21 Angban/morph1470:
Spoiler:
Hourglass Card 21 Angban/morph1470
Zon-kuthon's Pain
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.

Location #1: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Angban/morph1470, Thargrap/cartmanbeck, None

Location #2: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Sajan/Matsu_Kurisu, None

Shrine Card 1 (Attic Whisperer):
Attic Whisperer
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Shrine Card 2:
Frostbite
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Shrine Card 3:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Shrine Card 4:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Shrine Card 5:
The Worldbreaker
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.
Shrine Card 6:
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Shrine Card 7:
Sick Child
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.

Location #3: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
Twisting Passages Card 1:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Twisting Passages Card 2:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
Twisting Passages Card 3:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Twisting Passages Card 4:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Twisting Passages Card 5:
Humanbane Rapier
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Twisting Passages Card 6:
Pig
CotCT
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Twisting Passages Card 7:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Twisting Passages Card 8:
Strangler
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Twisting Passages Card 9:
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Estra/AAUGHWHY, None
Library Card 1 (Necrophidian):
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Library Card 2:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Library Card 3:
Lightning Touch
Core
Spell 0
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Library Card 4:
Phantasmal Minion
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Library Card 5 (Maiden's Helm):
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Library Card 6 (Wounding Spear-axe):
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.

Location #5: 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 ?: 0
Located/Displayed Here: None
Chambers Card 1:
Demonling
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Chambers Card 2:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Chambers Card 3:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Chambers Card 4:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Chambers Card 5:
Invisibility
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Chambers Card 6:
Poison Blast
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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

Chambers Card 7:
Sage
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Chambers Card 8:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Chambers Card 9:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

Location #6: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Mhuirich, None
Cell Card 1:
Guardian Zombie
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Cell Card 2:
Priest of Pharasma
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Cell Card 3:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Cell Card 4:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Cell Card 5:
Quilted Cloth Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.

Location #7: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 3 ?: 0
Located/Displayed Here: None
Reading Room Card 1:
Aspect of the Monkey
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Reading Room Card 2:
Life Drain
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Reading Room Card 3:
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Reading Room Card 4:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Reading Room Card 5:
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Reading Room Card 6:
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Reading Room Card 7:
Haunt
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Reading Room Card 8:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

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

Reading Room Card 9:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Reading Room Card 10 (Staff of Minor Healing):
Staff of Minor Healing
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.


On Thargrap's turn cast Aid and Divine Insight

Recharge Aid Divine 8: 1d12 + 4 ⇒ (4) + 4 = 8
Recharge Divine Insight Divine 8: 1d12 + 4 ⇒ (4) + 4 = 8

Hour is the Eternal Rose: When you encounter a monster, you may evade it

Explore Card 1: Phantasmal Apparition.

Knowledge 9: 1d12 + 4 ⇒ (5) + 4 = 9 Nice! Banished.

Examine the top 2 cards of the location. Staff of Minor Healing and Necrophidian. Recharge Staff of Minor Healing into the Reading Room.

"

Estra wrote:

Hand: Good Omen (Core), Soul Shard, Ice Strike (Core), Soothing Word, Holy Light, Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core),
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support:

Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+3.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Paladin, Urgathoa's Gluttony, Acolyte (Core), Priest of Pharasma, Pharasma's Knowing, Locate Object (Core), Flame Staff (Core), Djinn, Cure (Core)
Recharged: Aid (Core), Divine Insight,
Discard Pile: The Fiend, The Lost,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Hour is the Savored Sting:On your checks while you avenge, bless.

Stay at the Library. Explore Card 1: The Survivor. Reload Honaire for +1d10 on CON

CON 7: 1d4 + 1d10 ⇒ (3) + (1) = 4 Banished

Discard The Lost to explore again. Explore Card 2: Ice Storm

Divine 12: 1d12 + 1d6 + 4 ⇒ (10) + (3) + 4 = 17

End turn, examine location: Ghastly Runes. Trigger makes me encounter it.

Divine 7: 1d12 + 4 ⇒ (9) + 4 = 13 Defeated!

"

Estra wrote:

Hand: Good Omen (Core), Divine Insight, Ice Strike (Core), Soothing Word, Aid (Core), Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core),
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Divine Insight: On any check to defeat a barrier, banish to add 2d6.

Aid: On any check, freely banish to add 1d4+3.

Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+3.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, The Paladin, Holy Light, Locate Object (Core), Djinn, Soul Shard, Flame Staff (Core), Priest of Pharasma, Urgathoa's Gluttony, Acolyte (Core), Cure (Core)
Recharged:
Discard Pile: The Fiend, The Lost,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Starting Location: Library

Keeping in Holy Light instead of Fiery Glare

"

Estra wrote:

Hand: Magic Leather Armor (Core), Divine Insight, The Lost, Soothing Word, Aid (Core), Honaire (Mummy's Mask),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1 // Estra has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

Plagued:
While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


NOTES:
Available Support: Divine Insight: On any check to defeat a barrier, banish to add 2d6.

Aid: On any check, freely banish to add 1d4+3.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Priest of Pharasma, Flame Staff (Core), Pharasma's Knowing, Good Omen (Core), Djinn, Soul Shard, Urgathoa's Gluttony, The Paladin, Holy Light, Acolyte (Core), Cure (Core), Locate Object (Core)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"

Display Magic Leather Armor


Current Tier is 3.1

Spending the Hero Point on a Card Feat: Ally

Adding in a Ally 3 to the acquired cards and taking it to add Djinn to my deck.

I'm also interested in the Spell 3.

Spell 3: 1d1000 ⇒ 528

Loot:
Continue taking The Lost


Already Drained and Plagued. Skipping those checks from other people's turns

On Sajan's turn, receive Heavy Shield

On Thargrap's turn, play Divine Insight

Recover Divine Insight Divine 8: 1d12 + 3 ⇒ (3) + 3 = 6 Discard Divine Insight

On Ramexes's turn, recharge Acolyte

Starting my turn, i'll be referencing the BR site so I don't have to post an extra update. Hour is The Avalanche: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

People who aren't Plagued need to make a CON/Fort 8 check or become plagued

Explore Card 1: Clairvoyance

Divine 9: 1d12 + 3 ⇒ (6) + 3 = 9 Nice!

Cast Clairvoyance to examine the top 3 cards of the location and return them in any order. Find Sonic Blast, Stone Guardian, and Ambrosia.

The Ambrosia is an Item 3, which would be nice, but I think we should just go for the win. The scourges are stacking up and half of our decks are getting pretty low.

I'll put Sonic Blast 3rd and either the Stone Guardian or Ambrosia on top, depending on what we decide.

Auto-fail Plagued check, bury Magic Leather Armor

Recover Clairvoyance Divine 11: 1d12 + 3 ⇒ (7) + 3 = 10 Discard Clairvoyance

"

Estra wrote:

Hand: The Lost, Heavy Shield, Flame Staff (Core), Soothing Word, Fiery Glare, Urgathoa's Gluttony,

Displayed: Soul Shard,
Deck: 3 Discard: 9 Buried: 2
Hero Points: 1 // Estra has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

Plagued:
While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


NOTES:
Available Support:
Urgathoa's Gluttony: On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Cure (Core), Good Omen (Core), Acolyte (Core),
Discard Pile: The Tyrant, Codex (Core), Aid (Core), The Paladin, Pharasma's Knowing, Locate Object (Core), Priest of Pharasma, Korvosan Guard, Divine Insight,
Buried Pile: Honaire (Mummy's Mask), Magic Leather Armor (Core),

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


From Angban's turn, make CON 11 check for poison gas. Reload Honaire for +1d10

CON 11: 1d4 + 1d10 ⇒ (2) + (4) = 6
Take Poison Damage: 1d4 ⇒ 3 Discard Locate Object to reduce the damage to 0

If Ramexes is still Plagued, I can't make the CON 8 check. Catch Plagued

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

Noble:

Core Ally 2
Traits: Aristocrat Human
To Acquire: Charisma Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

Diplomacy 9: 1d10 ⇒ 2 Fail to acquire

Display Soul Shard

When Ramexes examines the location, it shuffles. I'll be referring to the BR site so I don't need to post an extra update

Explore Card 1: Cleaving Battleaxe. Auto-fail check to acquire.

Discard Priest of Pharasma to explore again. Card 2: Korvosan Guard.

Diplomacy 6: 1d10 ⇒ 6 Acquired

Discard Korvosan Guard to explore again. Card 3: Door Spike Taking Ramexes's Blessing of Abraxas to bless

WIS 8: 2d12 ⇒ (2, 12) = 14 Ok good. At least we're not all taking damage...

If I'm plagued, auto-fail CON 6 check. Bury top card of my deck (which is Honaire. Uh oh...)

"

Estra wrote:

Hand: The Lost, Acolyte (Core), Flame Staff (Core), Divine Insight, Urgathoa's Gluttony,

Displayed: Soul Shard,
Deck: 6 Discard: 8 Buried: 1
Hero Points: 1 // Estra has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

Plagued:
While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


NOTES:
Available Support: Divine Insight: On any check to defeat a barrier, banish to add 2d6.

Acolyte: On a local Wisdom or Divine check, recharge to add 1d4.

Urgathoa's Gluttony: On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.

Deck, Discard, Buried:

Reloaded: The Lost,
Middle of Deck (Unknown Order): Magic Leather Armor (Core)
Recharged: Fiery Glare, Soothing Word, Cure (Core), Good Omen (Core),
Discard Pile: The Tyrant, Codex (Core), Aid (Core), The Paladin, Pharasma's Knowing, Locate Object (Core), Priest of Pharasma, Korvosan Guard,
Buried Pile: Honaire (Mummy's Mask),

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


On Ramexes's turn fail the CON 7 check. I'm already drained

I'll be playing my turn from the ACG site so I don't clutter up this page with an extra update

Hour is The Lady of Mysteries: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

Cast Cure on Ramexes

Heal: 1d4 + 1 ⇒ (3) + 1 = 4

Explore Card 1: Gentleman Explorer. Auto Succeed the Knowledge 5 check.

Discard Gentleman Explorer to examine (and then shuffle due to scenario effect), then I may explore. Examine Card 2: Manticore. Shuffle location and explore.

Explore Boogeyman. Each local character must make a WIS 8 check or suffer Frightened

Discard The Paladin for Bless+Diplo to my check
WIS 8: 2d12 + 1d10 ⇒ (1, 12) + (8) = 21

For the combat, reveal Flame Staff for Divine+1d4. Discard Pharasma's Knowing to bless Just saw that Ramexes used this; ask for Sajan's BoErastil instead.

Combat 14: 2d12 + 1d4 + 1 ⇒ (7, 8) + (2) + 1 = 18

End turn

Recharge Cure Divine 8: 1d12 + 3 ⇒ (8) + 3 = 11

"

Estra wrote:

Hand: Honaire (Mummy's Mask), Locate Object (Core), Flame Staff (Core), Priest of Pharasma, Good Omen (Core), Soul Shard,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 1 // Estra has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Lost, Acolyte (Core), Magic Leather Armor (Core), Divine Insight, Urgathoa's Gluttony
Recharged: Fiery Glare, Soothing Word, Cure (Core),
Discard Pile: The Tyrant, Codex (Core), Aid (Core), The Paladin, Pharasma's Knowing,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"

Display Soul Shard


On Thargrap's turn make make a CON 7 check or get Drained. Reload Honaire for +1d10 and Undead

CON 7: 1d10 + 1d4 ⇒ (1) + (1) = 2 RIP. I'm drained


Off turn, cast Aid for Thargrap.

Recharge Aid Divine 8: 1d12 + 4 ⇒ (3) + 4 = 7

On Ramexes's turn attempt CON 7 check. Reload Honaire for +1d10 and undead

CON 7: 1d10 + 1d4 ⇒ (10) + (3) = 13 Succeeded

Start my turn. Hour is Erastil's Eye: If you are at a Wild location, you may discard a card to explore.

Attempt to close: summon the Danger: Random #2 or 3 monster

Giant Anaconda:

CotCT Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18
Vulnerable to Cold. If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

Play Fiery Glare for Divine+2d4. Take Angban's Blessing of the Gods

Combat 18: 2d12 + 2d4 + 4 ⇒ (10, 1) + (2, 3) + 4 = 20 Defeated! Location closes

Cast Soothing Word on Ramexes: heal 1 card and remove Drained

Recharge Fiery Glare Divine 9: 1d12 + 4 ⇒ (10) + 4 = 14
Recharge Soothing Word Divine 8: 1d12 + 4 ⇒ (5) + 4 = 9

"

Estra wrote:

Hand: Honaire (Mummy's Mask), The Paladin, Flame Staff (Core), Priest of Pharasma, Pharasma's Knowing, Cure (Core),

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Pharasma's Knowing: Discard to bless
The Paladin: Discard to bless, add my Diplo on non-combat check vs bane

Cure: Banish to heal 1d4+1 cards

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Good Omen (Core), The Lost, Soul Shard, Magic Leather Armor (Core), Urgathoa's Gluttony, Divine Insight, Acolyte (Core), Locate Object (Core)
Recharged: Fiery Glare, Soothing Word,
Discard Pile: The Tyrant, Codex (Core), Aid (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Hour is The Beating: When you encounter a monster from a location, before acting, another local character summons and encounters it.

Random Caves Card: 1d8 ⇒ 6

Encounter Caves Card 8: Codex. Auto-pass check to acquire.

That Hour is really unpleasant, so I'm gonna cut it there. Discard Codex

"

Estra wrote:

Hand: Aid (Core), The Paladin, Fiery Glare, Priest of Pharasma, Soothing Word, Honaire (Mummy's Mask),

Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Aid: Freely banish for +1d4+3 to any check

The Paladin: Discard to bless, add my Diplo on non-combat check vs bane

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Locate Object (Core), Pharasma's Knowing, Good Omen (Core), Urgathoa's Gluttony, Divine Insight, Soul Shard, Acolyte (Core), Magic Leather Armor (Core), Flame Staff (Core), The Lost, Cure (Core)
Recharged:
Discard Pile: The Tyrant, Codex (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Setting aside Holy Light to allow Fiery Glare in my deck

"

Estra wrote:

Hand: Aid (Core), The Paladin, Fiery Glare, Priest of Pharasma, Soothing Word, Honaire (Mummy's Mask),

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Aid: Freely banish for +1d4+3 to any checkThe Paladin: Discard to bless, add my Diplo on non-combat check vs bane

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soul Shard, Acolyte (Core), The Lost, Cure (Core), Locate Object (Core), Good Omen (Core), Divine Insight, Pharasma's Knowing, Flame Staff (Core), Urgathoa's Gluttony, Magic Leather Armor (Core)
Recharged:
Discard Pile: The Tyrant,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Current Tier is 2.4. Tier up to 3.0

Saving the Hero Point

No Deck Upgrade

Adventure Reward: Keep an extra Spell. Fill in the hole with Fiery Glare

Loot:
Continue taking The Lost


Guarding Oubliette. Reload Honaire for +1d10 and Undead to CON

CON 7: 1d4 + 1d10 ⇒ (4) + (5) = 9


Hour is The Tyrant: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

Explore Oubliette Card 1: Symbol of Sleep.

Divine 8: 1d12 + 4 ⇒ (6) + 4 = 10

Recharge Divine Insight to examine top 2 cards. Acid Mantis Queen and Returning Throwing Axe. Discard Soothing Word from Acid Mantis Queen Trigger.

"

Estra wrote:

Hand: Urgathoa's Gluttony, Holy Light, The Paladin, Acolyte (Core), Flame Staff (Core), Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core), Soul Shard,
Deck: 8 Discard: 4 Buried: 1
Hero Points: 1
NOTES:
Available Support: Acolyte: recharge for +1d4 to local WIS/Divine

Urgathoa's Gluttony: Discard to bless, bless twice on Fort or invokes undead
The Paladin: Discard to bless, add my Diplo on non-combat check vs bane

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, The Lost, Locate Object (Core), Aid (Core), Prayer, Divine Insight 2
Recharged: Cure (Core), Divine Insight,
Discard Pile: Soothing Word, Priest of Pharasma, The Betrayal, Good Omen (Core),
Buried Pile: Commune,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Hour is the Danger: Random Undead Story Bane

Random Undead Story Bane: 1d6 ⇒ 4 Mummy

For the combat, reveal Flame Staff for Divine+1d4. Power adds 1d8. Vulnerability adds +4. Discard Good Omen for +1d8

Combat 18: 1d12 + 2d8 + 1d4 + 8 ⇒ (3) + (1, 2) + (1) + 8 = 15 Product Reroll on the d12
Combat 18: 1d12 + 12 ⇒ (4) + 12 = 16 What? Hero Point Reroll
Combat 18: 1d12 + 2d8 + 1d4 + 8 ⇒ (3) + (7, 1) + (1) + 8 = 20 That's better...

Explore Twisting Passages Card 1: Acid Mantis Queen. BA, encounter Acid Mantis Queen. For the combat reveal Flame Staff for Divine+1d4

Combat 12: 1d12 + 1d4 + 4 ⇒ (11) + (1) + 4 = 16 Defeated.

For the combat vs the non-summoned one, play Holy Light for Divine+2d6.

Combat 14: 1d12 + 2d6 + 4 ⇒ (7) + (2, 1) + 4 = 14 That was close. Defeated.

Attempt to close.

WIS 7: 1d12 + 2 ⇒ (9) + 2 = 11

Twisting Passages closed

Move to Random Location on close: 1d5 ⇒ 1 Move to Oubliette

Recover Holy Light Divine 10: 1d12 + 4 ⇒ (9) + 4 = 13 Holy Light recharged

"

Estra wrote:

Hand: Divine Insight, Cure (Core), The Paladin, Soothing Word, Flame Staff (Core), Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core), Soul Shard,
Deck: 4 Discard: 8 Buried: 1
Hero Points: 1
NOTES:
Available Support: Divine Insight: Banish for +2d6 vs Barrier
Soothing Word: On my turn, banish to heal a local character 1 card and/or remove a scourge from them

The Paladin: Discard to bless, add my Diplo on non-combat check vs bane

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Locate Object (Core), Divine Insight 2, Acolyte (Core), Holy Light,
Discard Pile: Pharasma's Knowing, The Lost, Priest of Pharasma, Aid (Core), The Betrayal, Prayer, Urgathoa's Gluttony, Good Omen (Core),
Buried Pile: Commune,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"

On Sajan's turn, cast Cure on myself
Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Recover Cure Divine 8: 1d12 + 4 ⇒ (10) + 4 = 14


Hour is the Foreign Trader: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

Move to Twisting Passages

Explore Twisting Passages Card 1: Perplexing Text. Recharge Acolyte to bless

Knowledge 9: 2d12 + 4 ⇒ (12, 11) + 4 = 27 Defeated! Draw Random Spell 1: Commune. Cast it to Draw Random Blessing 1: The Betrayal

Discard The Betrayal to explore again. Encounter Twisting Passages Card 2: Prayer. Auto-acquire.

Discard The Prayer to examine top card, then explore. Twisting Passages Card 3: Longspear.

Discard Urgathoa's Gluttony to explore again. Twisting Passages Card 4: Snake

WIS 5: 1d12 + 2 ⇒ (7) + 2 = 9

Discard Snake to explore again. Twisting Passages Card 5: Attic Whisperer. Reveal Flame Staff for Divine+1d4. Power adds 1d8 vs Undead.

BA WIS 4: 1d12 + 2 ⇒ (2) + 2 = 4 Succeeded!
Combat 13: 1d12 + 1d4 + 1d8 + 4 ⇒ (2) + (3) + (5) + 4 = 14 Defeated!

Recover Commune: bury it

"

Estra wrote:

Hand: Divine Insight, Holy Light, The Paladin, Good Omen (Core), Flame Staff (Core), Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core), Soul Shard,
Deck: 5 Discard: 7 Buried: 1
Hero Points: 1
NOTES:
Available Support: Divine Insight: Banish for +2d6 vs Barrier
Good Omen: Banish for +1d6+2 on check to acquire, close or guard

The Paladin: Discard to bless, add my Diplo on non-combat check vs bane

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure (Core)
Recharged: Soothing Word, Locate Object (Core), Divine Insight 2, Acolyte (Core),
Discard Pile: Pharasma's Knowing, The Lost, Priest of Pharasma, Aid (Core), The Betrayal, Prayer, Urgathoa's Gluttony,
Buried Pile: Commune,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Hour is Sarenrae's Light: When you heal, you may heal an additional card.

Move to Twisting Passages

Explore Twisting Passages Card 1: War Drum.

CHA 4: 1d10 ⇒ 1 Banished[/b]

Discard Priest of Pharasma to explore again. Twisting Passages Card 2: Sczarni Thief.

Alone Damage: 1d4 - 1 ⇒ (1) - 1 = 0 [ooc]0 Damage. Reveal Flame Staff for Divine+1d4. Priest adds 1d4. Cast Aid for +1d4+2

Combat 13: 1d12 + 3d4 + 6 ⇒ (4) + (3, 1, 3) + 6 = 17 Defeated

End turn

Recover Aid Divine 8: 1d12 + 4 ⇒ (2) + 4 = 6

"

Estra wrote:

Hand: Urgathoa's Gluttony, Acolyte (Core), The Paladin, Good Omen (Core), Flame Staff (Core), Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core), Soul Shard,
Deck: 6 Discard: 4 Buried: 0
Hero Points: 1
NOTES:
Available Support: Aid: Banish for +1d4+2

Acolyte: +1d4 to local WIS/Divine

Urgathoa's Gluttony: Discard to Bless, Bless 2x vs Fortitude or Undead
The Paladin: Discard to bless, add my Diplo on non-combat check vs bane

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Insight, Cure (Core), Holy Light
Recharged: Soothing Word, Locate Object (Core), Divine Insight 2,
Discard Pile: Pharasma's Knowing, The Lost, Priest of Pharasma, Aid (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Hour is Calistria's Sting: You may avenge by discarding a card.

Explore Crypt Card 1: Giant Toad. Reveal Flame Staff for 1d12+1d4

Combat 10: 1d12 + 1d4 + 4 ⇒ (7) + (2) + 4 = 13 Defeated

Discard Pharasma's Knowing to draw 2 cards (Locate Object, Magic Leather Armor), then Recharge 2 cards (Locate Object, Soothing Word). Then Explore. Crypt Card 2: Divine Insight

Divine 6: 1d12 + 4 ⇒ (12) + 4 = 16 Acquired

Display Magic Leather Armor

Discard the Lost to explore again. Crypt Card 3: Tangle of Debris. Banish Divine Insight for +2d6.

DEX 5: 1d4 + 2d6 ⇒ (1) + (1, 4) = 6 Oh geez. That was close. Defeated.

End turn.

Recover Divine Insight Divine 8: 1d12 + 4 ⇒ (11) + 4 = 15

"

Estra wrote:

Hand: Aid (Core), Soul Shard, Priest of Pharasma, Good Omen (Core), Flame Staff (Core), Honaire (Mummy's Mask),

Displayed: Magic Leather Armor (Core),
Deck: 9 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Aid: Banish for +1d4+2
Good Omen: +1d6+2 on check to acquire, close, or banish

Pharasma's Knowing: Discard to bless

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Paladin, Holy Light, Urgathoa's Gluttony, Divine Insight, Cure (Core), Acolyte (Core)
Recharged: Soothing Word, Locate Object (Core), Divine Insight 2,
Discard Pile: Pharasma's Knowing, The Lost,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"

Display Soul Shard


Starting Location: Crypt

Trading out Orison for The Lost

"

Estra wrote:

Hand: Aid (Core), The Lost, Pharasma's Knowing, Soothing Word, Flame Staff (Core), Honaire (Mummy's Mask),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Aid: Banish for +1d4+2

Pharasma's Knowing: Discard to bless

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Insight, Acolyte (Core), Magic Leather Armor (Core), Soul Shard, Urgathoa's Gluttony, Holy Light, Cure (Core), Priest of Pharasma, The Paladin, Good Omen (Core), Locate Object (Core)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([X] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Current Tier is 2.3

Spending the Hero Point on a Power Feat: ([X] you may ignore any power on that card that happens when examined and)

Deck Upgrade:
Ally 1: 1d1000 ⇒ 781

Loot:
Continue taking The Lost


My post went missing; re-doing it. Hour is Orison: No Effect

Start of turn examine: 1d9 + 1 ⇒ (4) + 1 = 5 Crow

Explore Card 5: Crow

WIS 5: 1d12 + 2 ⇒ (11) + 2 = 13 Acquired

Discard Crow to explore: 1d9 + 1 ⇒ (3) + 1 = 4

Encounter Card 4: Mist Horn

Divine 8: 1d12 + 4 ⇒ (7) + 4 = 11 Acquired. Display Mist Horn

Discard Acolyte to explore: 1d9 + 1 ⇒ (2) + 1 = 3

Encounter Card 3: Necrophidian. Play Sonic Blast for Divine+2d6.

Combat 12: 1d12 + 2d6 + 1d4 + 4 ⇒ (4) + (5, 2) + (1) + 4 = 16

Recharge Force Missile to examine top 2 cards of location
Random Card: 1d9 + 1 ⇒ (1) + 1 = 2 Symbol of Sleep, will get defeated by Sajan
Random Card: 1d5 + 5 ⇒ (2) + 5 = 7 Charm Person

Recharge Sonic Blast Divine 10: 1d12 + 4 ⇒ (5) + 4 = 9

"

Estra wrote:

Hand: Locate Object (Core), Aid (Core), Good Omen (Core), Flame Staff (Core), Divine Insight, Soothing Word,

Displayed: Magic Leather Armor (Core), Soul Shard, Mist Horn,
Deck: 1 Discard: 10 Buried: 1
Hero Points: 1 // Estra has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

At the start of your move step, you may end your turn to remove this scourge.


NOTES:
Available Support: Aid: Banish for +1d4+2
Good Omen: Banish for +1d6+2 on check to acquire, guard, or close
Divine Insight: Banish for +2d6 vs Barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Force Missile (Core),
Discard Pile: Urgathoa's Gluttony, Card Caster, The Lost, Holy Light, Pharasma's Knowing, The Paladin, Cure (Core), Crow (Core), Acolyte (Core), Sonic Blast,
Buried Pile: Honaire (Mummy's Mask),

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([ ] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


On Thargrap's turn, play Divine Insight, The Paladin, and Cure

Recover Divine Insight Divine 8: 1d12 + 4 ⇒ (9) + 4 = 13
Recover Cure Divine 8: 1d12 + 4 ⇒ (3) + 4 = 7

On close, move to Arsenal

[ooc]Hour is Sands of the Hour: No Effect

Start of turn, Examine top card of locations. New card is Arsenal Card 2: Boots of Friendly Terrain; Banish it

Play Soothing Word to heal Ramexes 1

Estra stumbles into some Card 3: Drowning Mud on her way to the Arsenal. Reload Honaire for +1d10

CON 8: 1d4 + 1d10 ⇒ (4) + (2) = 6

Honaire manifests to help her out but ends up getting stuck too. The pair are reminded of the time decades ago when Honaire dropped a jar of honey and their shoes got glued to the floor. Estra and Honaire aren't actually stuck in the mud, but they're laughing too hard to start getting themselves out. Bury Honaire. Suffer Exhausted and Entangled. Drowning Mud is shuffled back in.

Recover Soothing Word Divine 8: 1d12 + 4 ⇒ (5) + 4 = 9

"

Estra wrote:

Hand: Soul Shard, Aid (Core), Acolyte (Core), Flame Staff (Core), Force Missile (Core), Sonic Blast,

Displayed: Magic Leather Armor (Core),
Deck: 4 Discard: 7 Buried: 1
Hero Points: 1 // Estra has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.

Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

At the start of your move step, you may end your turn to remove this scourge.


NOTES:
Available Support: Aid: Banish for +1d4+2
Force Missile: On another character''s combat, banish for +2d4 and Attack, Force, Magic

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Locate Object (Core), Good Omen (Core), Divine Insight, Soothing Word,
Discard Pile: Urgathoa's Gluttony, Card Caster, The Lost, Holy Light, Pharasma's Knowing, The Paladin, Cure (Core),
Buried Pile: Honaire (Mummy's Mask),

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([ ] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"

Display Soul Shard


Hour is Nethys's Duality: On your check against a spell, add 1d4.

Estra finds a Duskwarden roaming the halls of the academy and she begins to Card 1: Make Her Case

BA: 1d4 ⇒ 4 Perception 4
Perception 4: 1d4 ⇒ 1 Discard Holy Light

As Estra walks over to them, she fails to notice a warped floorboard protruding slightly from the floor and almost falls on her face: bad first impression... For the check to defeat, Discard Pharasma's Knowing to bless

Diplomacy 10: 2d10 + 1 ⇒ (9, 5) + 1 = 15 Exceed defeat by 5. Discard Cure

On the close check, Play Good Omen for +1d6+2

Knowledge 7: 1d12 + 1d6 + 6 ⇒ (7) + (5) + 6 = 18 Academy closed! Move to Office

But Estra effortlessly recovers and convinces them to provide assistance. They cancel the next day's classes at the academy to free up more people for the expedition.

Reload Honaire to draw Cure from Discards

Recover Good Omen Divine 8: 1d12 + 4 ⇒ (6) + 4 = 10

"

Estra wrote:

Hand: Honaire (Mummy's Mask), Divine Insight, Cure (Core), Flame Staff (Core), The Paladin, Soothing Word,

Displayed: Magic Leather Armor (Core),
Deck: 7 Discard: 5 Buried: 0
Hero Points: 1
NOTES:
Available Support: Divine Insight: Banish for +2d6 to defeat Barrier
Cure: Heal 1d4+1
The Paladin: Discard to bless, if non-combat check vs Bane, add my Diplo (1d10+1)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acolyte (Core), Aid (Core), Soul Shard
Recharged: Force Missile (Core), Sonic Blast, Locate Object (Core), Good Omen (Core),
Discard Pile: Urgathoa's Gluttony, Card Caster, The Lost, Holy Light, Pharasma's Knowing,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([ ] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Hour is Abadar's Law: On your check to close or to guard, add 1d4.

Start of turn: examine top card of locations. New things are Hospice Card 4: Minor Harrowing and Repository Card 2: Crowbar.

Stay at Academy

Cast Locate Object. Find Card 2: The Unicorn

CHA 6: 1d10 ⇒ 5 Fail to acquire

Free Explore Random Card: 1d5 ⇒ 2 Card 3: Sonic Blast

Divine 8: 1d12 + 4 ⇒ (6) + 4 = 10 Acquired

Recharge Sonic Blast to examine top 2 cards of location.
Random Card: 1d4 ⇒ 4 Make Your Case
Random Card: 1d3 ⇒ 1 Razor Snare

Recover Locate Object Divine 8: 1d12 + 4 ⇒ (5) + 4 = 9

"

Estra wrote:

Hand: Honaire (Mummy's Mask), Good Omen (Core), Cure (Core), Flame Staff (Core), Holy Light, Pharasma's Knowing,

Displayed: Magic Leather Armor (Core),
Deck: 9 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Good Omen: Banish for+1d6+2 to acquire, close or guard
Cure: Heal 1d4+1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Soul Shard, Divine Insight, Aid (Core), Acolyte (Core), The Paladin
Recharged: Force Missile (Core), Sonic Blast, Locate Object (Core),
Discard Pile: Urgathoa's Gluttony, Card Caster, The Lost,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([ ] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Hour is Incitation: No Effect

Start of turn, examine top card of each location. New Cards are Hostpice Card 6: Craftsman, Office Card 1: Burning Tar, Academy Card 1: Card Caster

Move to Academy

Explore Academy Card 1: Card Caster

Knowledge 5: 1d12 + 4 ⇒ (4) + 4 = 8 Acquired. Location power lets me explore again

Explore Academy Card 2: Force Missile

INT 4: 1d8 ⇒ 7 Acquired. Recharge Force Missile to examine 2 top 2 cards of location, encounter 1 w/ undead. Ghoul and Ingratiating Minion. Encounter Ghoul.

Encounter Card 3: Ghoul. Reveal Flame Staff for Divine+1d4. Discard Urgathoa's Gluttony to double bless.

Combat 15: 3d12 + 1d4 + 4 ⇒ (2, 4, 4) + (4) + 4 = 18

Discard Card Caster to explore again. Explore Card 4: Ingratiating Minion.

Knowledge 7: 1d12 + 1d4 + 4 ⇒ (8) + (4) + 4 = 16 Defeated. Examine Card 5: Razor Snare

Scenario Effect: Discard The Lost

"

Estra wrote:

Hand: Honaire (Mummy's Mask), Good Omen (Core), Cure (Core), Flame Staff (Core), Holy Light, Locate Object (Core),

Displayed: Magic Leather Armor (Core),
Deck: 8 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Good Omen: Banish for+1d6+2 to acquire, close or guard
Cure: Heal 1d4+1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soul Shard, Acolyte (Core), Soothing Word, Aid (Core), Divine Insight, The Paladin, Pharasma's Knowing
Recharged: Force Missile (Core),
Discard Pile: Urgathoa's Gluttony, Card Caster, The Lost,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([ ] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


Trading out Orison for The Lost

Starting Location: Office

"

Estra wrote:

Hand: Honaire (Mummy's Mask), The Lost, Cure (Core), Flame Staff (Core), Magic Leather Armor (Core), Urgathoa's Gluttony,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Urgathoa's Gluttony: Discard to bless, 2x to Fortitude or invokes Undead
Cure: Heal 1d4+1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, Acolyte (Core), Holy Light, The Paladin, Soothing Word, Good Omen (Core), Aid (Core), Soul Shard, Card Caster, Locate Object (Core), Divine Insight
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([ ] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"

Display Magic Leather Armor


Current Tier is 2.2

Spending the Hero Point on a Card Feat: Spell

Deck Upgrade:
Blessing 2: 1d1000 ⇒ 938
Spell 1: 1d1000 ⇒ 823
Blessing 1: 1d1000 ⇒ 823

Loot:
Continue taking The Lost


Hour is The Desert: When you move during your move step, bury a card.

No markers. Encounter Undeath on Wheels

Random Local Character. 1=E, 2=S, 3=A, 4=T, 5=R: 1d4 ⇒ 4 Thargrap must make a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.

For my check, Soul Shard and my power add 1d4 and 1d8 each
DEX 7: 2d4 + 1d8 ⇒ (2, 3) + (8) = 13 Gain an Hourglass Marker

Her link with Honaire inexplicably weaker, Estra resorts to clumsily scrambling away from the carriage.

Random Shuffled Card: 1d9 ⇒ 2

Estra notices a well made Card 2: Keen Rapier on a rack before Undeath on Wheels crashes into it and sends it flying. Auto-Fail check to acquire

Random Card: 1d9 ⇒ 7 Discard Card Caster to explore again

Estra utters a quick prayer, blessing the water in her canteen into Card 7: Holy Water. Auto Acquire

Random Card: 1d7 ⇒ 6 Discard Acolyte to explore again

Estra hides behind a crate. Once she catches her breath he notices the labeling: Fumbus' Famous Card 6: Blast Stones.

INT 4: 1d8 ⇒ 8

She quickly pockets one before slowly backing away from the explosive cargo.

Cast Locate Object
Random Card: 1d9 ⇒ 4 Undeath on Wheels
Random Card: 1d9 ⇒ 2 Already banished Keen Rapier
Random Card: 1d9 ⇒ 3 Yeth Hound
Only cards left unknown are 5,8, 9
Random Card: 1d3 ⇒ 2 Concealed Hatch
Random Card: 1d2 ⇒ 2 Armor of Insults

Estra spots a suit of armor that had been vandalized with a number of vulgar images and insults.

Diplomacy 8: 1d10 + 1 ⇒ (6) + 1 = 7

She leaves it be.

Recover Locate Object Divine 8: 1d12 + 4 ⇒ (7) + 4 = 11

"

Estra wrote:

Hand: Good Omen (Core), Flame Staff (Core), Aid (Core), Holy Light, Locate Object (Core), Blast Stone (Core), Holy Water (Core),

Displayed: Soul Shard,
Deck: 7 Discard: 5 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blast Stone: Banish for +2d4 and Fire to local Combat or vs Lock, Obstacle, Skirmish barrier
Aid: Freely banish for +1d4+2 to any check
Holy Water: Banish for Local +1d6 vs Undead or Outsider or to evade
Good Omen: Banish for +1d6+2 to acquire, close or guard

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Paladin, Pharasma's Knowing, Cure (Core), Magic Leather Armor (Core), Honaire (Mummy's Mask)
Recharged: Soothing Word, Locate Object (Core),
Discard Pile: The Queen Mother, Prayer, The Lost, Card Caster, Acolyte (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([ ] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"

1 Hourglass Marker


On Angban's turn, do BA vs Undeath on Wheels. Soul Shard adds 1d4. Power adds 1d8

CON 5: 2d4 + 1d8 ⇒ (4, 1) + (7) = 12 Cliff makes result 11

On Thargrap's turn encounter Brawl. Reload Honaire for +1d10

STR 6: 1d4 + 1d10 ⇒ (3) + (3) = 6

Hour is the Fiend: When you suffer a scourge on your turn, each local character suffers it. No Hourglass Markers left. Encounter Undeath on Wheels

Random Local Character. 1=E, 2=S, 3=A, 4=T, 5=R: 1d5 ⇒ 5 Ramexes needs to succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.

For my check Soul Shard adds 1d4. Power adds 1d8

DEX 7: 2d4 + 1d8 ⇒ (3, 1) + (8) = 12 Cliff makes result 11. Gain Hourglass Marker

Before Estra can even get up from dodging the Undeath on Wheels again, the carriage hangs a U-turn and rushes at her again. She's barely able to crawl out of the way! A hunk of metal falls off of the carriage; it looks like a Card 1: Heavy Metal Shield.

CON 4: 1d4 ⇒ 2

The Card 2: Undeath on Wheels hangs another U-turn and charges at the team again! Discard The Lost to explore again, +1 to checks that invoke Curse or Undead trait.

Random Local Character. 1=E, 2=S, 3=A, 4=T, 5=R: 1d5 ⇒ 1 Power and Soul Shard add 1d4 and 1d8

DEX 5: 2d4 + 1d8 + 1 ⇒ (2, 2) + (7) + 1 = 12 Cliff makes result 8. Power and Soul Shard again

DEX 7: 2d4 + 1d8 + 1 ⇒ (1, 4) + (4) + 1 = 10 Cliff makes result 9. Pass!

Take damage to close
Combat Damage: 1d6 ⇒ 5 Recharge Magic Leather Armor to deduce damage by 2. Discard Good Omen to reduce damage by 3

Estra casts a protective charm on herself and dives into an alcove to dodge the carriage. She catches her breath and takes in her surroundings: seems like its the entrance of some sort of Dungeon

Cast Soothing Word on myself
Recover Soothing Word Divine 8: 1d12 + 4 ⇒ (12) + 4 = 16 And I just remembered why I didn't do this last turn... Honaire is somewhere in my deck now...

"

Estra wrote:

Hand: Card Caster, Flame Staff (Core), Aid (Core), Holy Light, Locate Object (Core), Acolyte (Core),

Displayed: Soul Shard,
Deck: 7 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Acolyte: +1d4 to local WIS or Divine
Aid: Freely banish for +1d4+2 to any check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Honaire (Mummy's Mask), The Paladin, Pharasma's Knowing, Good Omen (Core), Cure (Core), Magic Leather Armor (Core)
Recharged: Soothing Word,
Discard Pile: The Queen Mother, Prayer, The Lost,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([ ] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"


On Thargrap's turn, discard Prayer to bless

On Ramexes's turn, take the Divine check vs the Vampire. Power adds 1d8. Soul Shard adds +1d4

Divine 9: 1d12 + 1d8 + 1d4 + 4 ⇒ (6) + (2) + (1) + 4 = 13

My turn starts. Hour is The Marriage: At the start of your turn, summon and encounter an ally. Remove an Hourglass Marker, 0 remain.

Start of turn, encounter Ally. Random Ally 2: Clockwork Servant

INT 6: 1d8 ⇒ 1

The Card 8 Undeath on Wheels bears down on the group right as they reach the other side of the bridge. Estra is exhausted from all this running and can't find the energy to establish a link with Honaire; she'll have to fend for herself this time...

Random Local Character. 1=E, 2=S, 3=A, 4=T, 5=R: 1d5 ⇒ 1 Oh no. Power adds +1d8. Soul Shard adds +1d4

DEX 5: 2d4 + 1d8 ⇒ (4, 3) + (4) = 11 Nice! for the actual check to defeat, take Angban's BotG to copy The Marriage. Check is blessed and my CON becomes Angban's d10

CON 7: 1d10 + 1d8 + 1d4 ⇒ (3) + (5) + (2) = 10 Defeated! +1 Hourglass Marker. I don't have an ally to bury, Bridge is still open but is empty.

Estra scrambles and dives to get out of the way of the careening carriage. She almost falls of the bridge but Angban catches her just in time.

"

Estra wrote:

Hand: Honaire (Mummy's Mask), Flame Staff (Core), Good Omen (Core), Holy Light, Soothing Word, The Lost,

Displayed: Soul Shard, Magic Leather Armor (Core),
Deck: 7 Discard: 2 Buried: 0
Hero Points: 1 // Estra has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

At the start of your move step, you may end your turn to remove this scourge.


NOTES:
Available Support:
Good Omen: Freely banish for 1d6+2 on check to acquire, close, guard

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, The Paladin, Locate Object (Core), Card Caster, Cure (Core)
Recharged: Aid (Core), Acolyte (Core),
Discard Pile: The Queen Mother, Prayer,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom+2
Knowledge: Wisdom+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+1

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, ([ ] you may ignore any power on that card that happens when examined and) you may encounter 1 of them
You may discard ([ ] or recharge) a spell or a blessing to reduce damage dealt to you by 3 ([ ] or 5)
Add 1d8 to your check against a card that has the Undead trait

"

1 Hourglass Marker