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,
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.
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:
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.
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 = 10Use a Hero Point to reroll. I should have 1 left Combat 16:1d12 + 1d4 + 1d8 + 5 ⇒ (9) + (1) + (6) + 5 = 21That'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.
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:
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.
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:
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.
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:
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.
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
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:
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
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:
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
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
BA Damage:1d4 + 1 ⇒ (1) + 1 = 2Discard 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 = 16Ouch. All those 1s... Use my product reroll on one of the d12s Combat 19:1d12 + 15 ⇒ (11) + 15 = 26That'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 = 5Discarded, which on second thought actually works out
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:
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
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:
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
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:
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
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:
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
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:
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
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 = 23Very 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.
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:
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.
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
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:
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
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:
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 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 = 9Nice!
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.
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),
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 ⇒ 3Discard 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 ⇒ 2Fail 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 ⇒ 6Acquired
Discard Korvosan Guard to explore again. Card 3: Door Spike Taking Ramexes's Blessing of Abraxas to bless
WIS 8:2d12 ⇒ (2, 12) = 14Ok 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...)
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),
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.
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 attempt CON 7 check. Reload Honaire for +1d10 and undead
CON 7:1d10 + 1d4 ⇒ (10) + (3) = 13Succeeded
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
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:
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
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
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:
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
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,
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
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,
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
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,
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
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
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:
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
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
Recharge Force Missile to examine top 2 cards of location
Random Card:1d9 + 1 ⇒ (1) + 1 = 2Symbol of Sleep, will get defeated by Sajan Random Card:1d5 + 5 ⇒ (2) + 5 = 7Charm Person
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),
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
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.
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
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
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
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
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
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 = 8Acquired. Location power lets me explore again
Explore Academy Card 2: Force Missile
INT 4:1d8 ⇒ 7Acquired. 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.
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
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 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 ⇒ 4Thargrap 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) = 13Gain 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 ⇒ 7Discard 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 ⇒ 6Discard 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 ⇒ 4Undeath on Wheels Random Card:1d9 ⇒ 2Already banished Keen Rapier Random Card:1d9 ⇒ 3Yeth Hound Only cards left unknown are 5,8, 9 Random Card:1d3 ⇒ 2Concealed Hatch Random Card:1d2 ⇒ 2Armor of Insults
Estra spots a suit of armor that had been vandalized with a number of vulgar images and insults.
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:
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 Angban's turn, do BA vs Undeath on Wheels. Soul Shard adds 1d4. Power adds 1d8
CON 5:2d4 + 1d8 ⇒ (4, 1) + (7) = 12Cliff 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 ⇒ 5Ramexes 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) = 12Cliff 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 ⇒ 1Power and Soul Shard add 1d4 and 1d8
DEX 5:2d4 + 1d8 + 1 ⇒ (2, 2) + (7) + 1 = 12Cliff makes result 8. Power and Soul Shard again
DEX 7:2d4 + 1d8 + 1 ⇒ (1, 4) + (4) + 1 = 10Cliff makes result 9. Pass!
Take damage to close Combat Damage:1d6 ⇒ 5Recharge 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 = 16And I just remembered why I didn't do this last turn... Honaire is somewhere in my deck now...
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:
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
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 8Undeath 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 ⇒ 1Oh no. Power adds +1d8. Soul Shard adds +1d4
DEX 5:2d4 + 1d8 ⇒ (4, 3) + (4) = 11Nice! 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) = 10Defeated! +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.
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
Players interested in participating in the Game of Mortals should read the campaign info and submit a character concept with backstory and character sheet (see creation rules in campaign info).
Six deities decide to play a Game of Mortals. They create a demiplane called the Grand Court, consisting of a central hexagon 30 miles across called the Courtyard, surrounded by six hexagons of equal size known as the Outer Domains.
Each domain has its own thematic nature.
The Fire Domain is a volcanic landscape of lava flows, walls of fire, etc, inhabited by fire creatures.
The Water Domain is an aquatic environment of coral reefs inhabited by aquatic creatures.
The Earth Domain is a cavernous labyrinth of tunnels and caves inhabited by subterranean creatures.
The Glacial Domain is an arctic landscape of ice formations and snow inhabited by arctic creatures.
The Wild Domain is a wilderness of jungles, hills, swamps, deserts, and mountains inhabited by all kinds of wild beasts.
The Urban Domain is a sprawling metropolis inhabited by warring factions of humanoids and city dwelling creatures.
Each domain is contested by multiple factions at the start of the Game of Mortals.
At the heart of the central Courtyard lies the Pantheon, a magnificent temple dedicated to the six deities who devised the Game of Mortals: Kwan Yin, Chinese goddess of compassion; Thor, Norse god of thunder; Marduk, Babylonian god of civilization; Bast, Egyptian goddess of cats; Hades, Greek god of the Underworld; and Kali, Hindu goddess of destruction and creation.
Inside this temple, sealed within a permanent prismatic sphere, is an artifact called the Throne of the Gods. Whoever first sits upon it after the prismatic sphere is dispelled is granted divine status and joins the deities as an equal!
The prismatic sphere can only be dispelled by conquering all six of the Outer Domains and installing a single Overlord in each. But only one can sit upon the Throne of the Gods and become a god-king!
In the world of Fairytale Earth, circa The Year of Our Lord 1437, two separate bands of adventurers have begun quests that have come to crucial moments, and led their paths and fates to interwine.
The Crusaders of the Catacombs have tracked the Antichrist Nero to his secret subterranean sanctum under the Roman Catacombs, while in Morocco, the Desert Jackals have liberated a number of slaves from a despotic Arab slavelord, and are poised to assault his palace with the Crusaders' help!
If the combined might of the courageous Crusaders of the Catacombs and the daring Desert Jackals is sufficient to topple the tyrannical Emir of Marrakech, the combined champions of Good will then travel to Rome to finish the Antichrist, and go on to even more legendary adventures in the wild world of Fairytale Earth!
It is the New Year of Our Lord 1437, at the dawn of the Age of Exploration, and the dawn of New Years Day. Winters have been colder and longer than usual in recent years, and folk of Scandinavia and Northern Europe whisper rumors of Fimbulwinter, the endless years of winter heralding Ragnarök, the Twilight of the Gods, the End of Days...
All the lands north of the Alps are blanketed with snow, and even the southern kingdoms of the Mediterranean Coast are colder than usual.
Table 2 has been created to accommodate a second party, as the many awesome submissions were too good for me to narrow down to only 6 to 8!
Sandbox style campaign, with a different start point than table 1;
Level 1
20-point buy
Any 10-point race published by Paizo
Any class published by Paizo except gunslinger
Max starting wealth
Max HP per level
Explore a fantasy version of Early Renaissance Earth, circa 1437!
Establishing discussion thread for Year of Our Lord 1437 PBP campaign...
To reiterate the character creation rules from Campaign Info:
Sandbox RAW
1st level to start, fast track experience
20-point buy
Any playable race published on PRD that is CR 1/3
Any class published on PRD except gunslinger
Max hp per level
Max starting wealth
Two traits from any publication on PRD
Once you have been selected to participate, you may post here and on Gameplay. Until then, please post only in Recruitment. Thanks!
Hear ye! Hear ye! Brave adventurers are sought to explore the fantasy swords and sorcery sandbox that is DM MJ’s Renaissance Earth campaign! Heroes needed!
The Antichrist, Enperor Nero, became a lich after his supposed suicide many centuries ago, and disguising himself as such villains as Atilla the Hun, or Constantine, wreaked havoc and mayhem throughout the many kingdoms of Earth throughout the ages, according to his father’s (the Devil) will. Most recently disguised as some Italian nobleman in Rome, Nero called down from the firey planet Mercury a terrible red fire dragon named Wormwood, who now lairs in Mount Vesuvius and demands annual tribute of maidens and treasure from every prince and potentate throughout Europe and North Africa. With this dreadful ally, the Antichrist leads a secret Luciferian cult with branches all over Europe, the British Isles, and parts of North Africa and the Middle East. The Maid of Orleans has been burnt at the stake as a witch, after having been captured by Philip the Good of Burgundy, a high ranking member of the Church of Lucifer, and handed over to the English (the young King Henry VI’s Lancaster uncles were also in league with the Prince of Darkness).
The world is on the brink of Apocalypse! It is in dire need of heroes!
The Rambling Litany of Saint Jove of the Hermitage
We awoke from the most hideous nightmare into another nightmare today. I just knew it were gonna be one of those bad, crummy days, where you start out by failing to wake up from a bad dream--ye just dream that ye hath been woke, only to realize you keep on dreaming bad, bad stuff...
After breaking free of the cells we awoke in, we made quick work of sondry suspicious bystanders suchs as I'd sniffed the stink o' evil on. It was me, Saint Jove of the Hermitage, the one who writes these very words; Firestarter the Sarcastic; Flintstone Lightdrinker; Monocles, with his mighty Earth breaker; Reiki the half-ogre and his pet, Chuckles; and Calisthenics, who is apparently some kind of swamp elf wizard...
It seems the gods may be trying to tell us something with the strange dreams we woke up from today, yet even now, my memory of them doth wither like the grass in winter. My mind, my damned, accursed, flawed mind... I know I be mad, and I try best as I can to understand it myself, but if I could only recall that crummy dream... something about choices--directions, and options changing ominously, a yellow fog, a withered and inhuman monster hiding in the fog... This is the part that becomes to painful, apparently. My mind, my weak, wimpy mind has covered it up for me, it seems.
So now we're still trying to suss out our confusing situation. Unfortunately, my companions seem to have minds just as foggy and befuddled as mine own at the nonce. I pray to what gods will deign to hear my humble plea that we can make some sense of it all, in time to make a difference against... whatever the dreams tried to warn us of.
Here we go. So, it seems that there is not a Knowledge (technology) skill in RAW? If a link to such a skill can be provided, then it can be used. At any rate, Lady Zal's Knowledge (engineering) check would have the same modifiers, and she could put the rank she had in Knowledge (technology) into Knowledge (religion) or another skill if desired.
In the shadow of the great Silver Mount sprawls the decadent, barbaric City of Starfall....
The foul smokes of this dangerous, violent city mingle with the alien radiations of the colossal Silver Mount, a crashed vessel of some ancient starfaring race, according to legends.... haunted by the spirits of the dead voyagers, monsters from across the starry void, and strange creatures of living steel, and filled with magic from an advanced civilization....
The Mages of the Technic League have held true power in Starfall ever since the current Black Sovereign, Kevoth-Kul, formed an alliance with the technomancers in his bid for the throne of Starfall.... For decades now, the Technic League has been the true power behind the throne in the Palace of Fallen Stars.... Once a mighty conqueror, Kevoth-Kul has been corrupted by his allegiance with the cunning technomancers, who ply the barbarian king with strange ichors distilled from the Silver Mount, bedevilling and beguiling him, and enabling his decadence and escapism into his darkest carnal desires by providing new playthings....
As Kevoth-Kul descends into addiction to the unwholesome ichors of the Silver Mount, a cunning advisor whispers in his ear: Ozmyn Zaidow, Admiral of the Technic League....
The 1st-level adventurers begin the campaign as slaves of the Technic League, either convicted criminals or those chosen by lots, trained in techniques of survival and exploration of the strange metal ruins that fell from the sky so long ago. Implanted with tracking devices capable of killing them to ensure their cooperation, they are sent into lesser metal ruins scattered throughout Numeria to recover technology for their arrogant masters.
Races: Any from Core Rulebook, any featured race from ARG
Classes and Archetypes: Any from Core Rulebook, Pathfinder Unchained, ACG, UC, UM, or OA
Abilities: 20-point build
Max starting wealth
HP per level: max first; half average plus one, plus Con mod per level after 1st
*Please be willing and able to commit to posting at least once every other day; campaign will start up New Years Day 2017.*
It was a motley crew indeed that responded that evening on June the first, in the Year of Our Lord, 1430, to the clangor of a great bell falling from its mooring in the north belfry of Notre Dame cathedral. They had all been strangers to one another at that moment, enjoying tankards of beer in the common room of L'auberge du la Grotte, an inn on Isle de la Cite, just a bowshot from the cathedral.
An English knight, Alphonse Veritas.... A fugitive ninja from Nippon named Hisao.... A Norse sage and alchemist, Tyr Magnusson.... A charming Irish rogue named Paddy.... A more unlikely quartet of companions, one could hardly imagine.... Nonetheless, it was these diverse adventurers who answered the clarion call of a fallen bell that night.
Dashing out of the inn and through the cobbled streets that lead to Notre Dame cathedral, these four strangers came into the shadow of the great cathedral's facade, and as they rushed across the square in front of the three great portals, they became the latest targets of the gargoyles perched along the roof over the facade!
Though they had long been the benign protectors of the clergy and parishioners of Notre Dame, these gargoyles were lately the victims of a dark curse laid upon them by a necromancer, a traitor who had once been one of the priests of the cathedral, but now laired in a secret chamber within the subterranean catacombs that riddled the earth beneath the streets of Paris.
Now the gargoyles dislodged slate shingles, loose mortars, or crumbling pieces of architecture, and hurled them forcefully at the four approaching interlopers!
The kingdoms of Europe suffer under the tyrannical yoke of a new overlord: a great red wyrm named Conflagratius has flown to Earth from the fiery planet Mercury to make a new lair in the caldera of Mt Vesuvius, and demands annual tributes of treasure and maidens from every realm in Europe....
The Holy Roman Empire, the Italian city-states, the kingdoms of England, Scotland, Wales, Ireland, France, Spain, Greece, Turkey, Transylvania, Poland, Hungary.... All must bow before the mighty dragon or face it's fiery wrath!
Now recruiting for a RAW 1st to 20th level Pathfinder PbP set in a version of Medieval Europe where magic and monsters of myth and legend exist....
Gilgamesh, Beowulf, Arthur, Robin Hood, et al are historical figures rather than semi-legendary or outright myths....
Artifacts such as Excalibur, the Holy Grail, and Mjolnir are real....
A great red wyrm from Mercury has flown to Earth and has taken up residence in Mt Vesuvius, and demands (and receives) annual tributes of gold, jewels, and maidens from the kingdoms of Europe....
Who will (eventually) bring an end to this fiery tyrants reign of terror (after first gaining levels chasing gremlins out of cathedrals and purging catacombs of undead)?
On December 21st, 2012, the stars were aligned and the way was opened for the desperately insane dictator of North Korea to perform the vile ritual that raised the sunken city of R'lyeh from the depths of the Pacific, unsealed the tomb of dread Cthulhu, and resurrected the Great Old One, unleashing an apocalypse of unimaginable horror and madness on the world.
In a matter of days, civilization had collapsed into screaming barbarism worldwide, as Cthulhu and his monstrous spawn reveled in bloody slaughter and wanton destruction. Humanity has been reduced to scattered bands of traumatized survivors struggling to eke out stealthy existences in ravaged and blood soaked wastelands.
Yesterday in my game, a ninja wearing slippers of spiderclimbing, fighting a number of foes in a narrow but high hallway, wanted to jump onto the ceiling over their heads and drop down into an empty square in their midst, and then make an attack on one of them.
It's my understanding that distance jumped counts as squares of movement, so the ninja, with speed 30 ft., jumped 20 feet onto ceiling, leaving him with 10 feet of movement left in a single move action.
Falling prone or dropping something is usually a free action, but in this case, the ninja was not falling prone, he was landing on his feet. Could he still make an attack in that round, even though he fell further than 10 feet? Or would that be a double move?
Here is a superhero base class I'm working on. Please feel free to make the most broken superhero you can so I can fix it! :)
I will first post the class info, then the superpowers, then power stunts.
SUPERHERO
Some are created in the laboratories of mad scientists or wizards; others are changed by exposure to unearthly forces or rare alchemical substances; still others were born as they are, perhaps because of divine blood running in their veins, or the influence of a rare conjunction of the heavens at birth. Those who use their rare gifts to protect others and fight against evil are known as superheroes; those who use their powers to dominate and destroy are known as supervillains; and those who walk the fine line between Good and Evil can be known as either, or both.
Role: The superhero is a formidable combatant, and an exceptionally versatile class. The superhero’s superpowers can potentially allow him to fill almost any role, be it front-line defender, scout, healer, crowd control, or mobile skirmisher.
Alignment: Any.
Hit Die: d10.
CLASS SKILLS
The superhero’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
CLASS FEATURES
The following are class features of the superhero.
Weapon and Armor Proficiency: A superhero is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). A superhero is considered proficient with attacks granted by his superpowers.
Major Superpowers: At 1st level, a superhero gains two major superpowers. An additional major superpower is gained at 10th level, and another at 20th level. Some superpowers function like Pathfinder Roleplaying Game spells or special abilities, as noted in the superpower’s description. Superpowers do not require spell components, divine foci, or materials of any kind, even if they duplicate a spell that requires them. Optionally, you can exchange a major superpower for two minor superpowers.
Minor Superpowers: At 1st level, a superhero gains a minor superpower. An additional minor superpower is gained at 5th level, at 10th level, at 15th level, and at 20th level. Optionally, you can forego a minor superpower and save it until you attain a second minor superpower, at which point you must either choose two minor superpowers, or you can exchange the two minor superpowers for one major superpower.
Power Pool: At 1st level, a superhero gains a pool of power points, super-heroic energy he can use to activate his superpowers and power stunts. The number of points in a superhero’s power pool is equal to 1/2 his superhero level + his Constitution modifier, with a minimum of 1 power point. The power pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Power Stunt: At 1st level, a superhero gains a power stunt. An additional power stunt is gained at 4th level, at 8th level, at 12th level, at 16th level, and at 20th level.
Bonus Combat Feat: At 2nd level, a superhero gains a bonus combat feat in addition to those gained from normal advancement. An additional bonus combat feat is gained at 6th level, at 10th level, at 14th level, and at 18th level. Upon reaching 6th level, and every four levels thereafter (10th, 14th, and 18th), a superhero can choose to learn a new bonus combat feat in place of a bonus combat feat he has already learned. In effect, the superhero loses the old bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or ability. A superhero can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus combat feat for the level.
Bravery: At 3rd level, a superhero gains a +1 bonus on Will saves against fear. This bonus increases by +1 at 7th level, at 11th level, at 15th level, and at 19th level.
Superpower Exchange: Upon reaching 5th level, and every four levels thereafter (9th, 13th, and 17th), a superhero can choose to gain a new major or minor superpower in place of a superpower he has already gained. In effect, the superhero loses the old superpower in exchange for the new one. The old superpower cannot be one that was used as a prerequisite for a power stunt, feat, prestige class, or ability. A superhero can only change one superpower at any given level and must choose whether or not to swap the superpower at the time he gains the level granting the exchange. The exchange must be equal; a minor superpower can only be exchanged for another minor superpower, and a major superpower can be exchanged for either another major superpower or two minor superpowers.
Heroic Recovery: At 9th level, a superhero can heal his own wounds as a standard action. He can heal a number of hit points equal to his superhero level by spending 1 power point from his power pool.
TABLE 1: SUPERHERO
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Major superpowers (2), minor superpower, power pool, power stunt
2nd +2 +3 +0 +0 Bonus combat feat
3rd +3 +3 +1 +1 Bravery +1
4th +4 +4 +1 +1 Power stunt
5th +5 +4 +1 +1 Minor superpower, superpower exchange
6th +6/+1 +5 +2 +2 Bonus combat feat
7th +7/+2 +5 +2 +2 Bravery +2
8th +8/+3 +6 +2 +2 Power stunt
9th +9/+4 +6 +3 +3 Heroic recovery, superpower exchange
10th +10/+5 +7 +3 +3 Bonus combat feat, major superpower, minor superpower
11th +11/+6/+1 +7 +3 +3 Bravery +3
12th +12/+7/+2 +8 +4 +4 Power stunt
13th +13/+8/+3 +8 +4 +4 Superpower exchange
14th +14/+9/+4 +9 +4 +4 Bonus combat feat
15th +15/+10/+5 +9 +5 +5 Bravery +4, minor superpower
16th +16/+11/+6/+1 +10 +5 +5 Power stunt
17th +17/+12/+7/+2 +10 +5 +5 Superpower exchange
18th +18/+13/+8/+3 +11 +6 +6 Bonus combat feat
19th +19/+14/+9/+4 +11 +6 +6 Bravery +5
20th +20/+15/+10/+5 +12 +6 +6 Major superpower, minor superpower, power stunt
An old terror has returned to plague the lands that border the forbidding Yatil Mountains! The folk of Perrenland, Highfolk, Ket, and Bissel have begun to whisper with fear that Iggwilv the Archmage has returned to the Lost Caverns of Tsojcanth to reestablish her old kingdom! The first signs were a sudden rash of ill omens observed throughout those realms bordering the Yatils; then came the withering of crops, the curdling of milk, and other signs of black witchcraft; and finally, the return of Iggwilv was heralded in the capitals of the afflicted realms by black-robed witches, who delivered a dire ultimatum--accept Iggwilv as queen and goddess, or suffer drought, pestilence, and plague!
And so began the dreadful drought that has afflicted the lands bordering the Yatils for the last four months. Rats and vermin infest the cities and towns, spreading disease and draining granaries, pantries, and larders. A plague of locusts devoured what was left of the withered crops, and famine was soon felt in the afflicted lands--livestock were lost daily to starvation, and predators deprived of their usual prey.
Already reeling from the news of Iggwilv's return and the effects of her black coven's craft, the lands were to suffer even worse fates:
After the stalwart folk of the afflicted lands had resisted Iggwilv's demands for two months, a gargantuan red dragon began to ravage the countryside, burning the dead groves and causing wildfires to race across the lands. Virtually overnight, the capitals filled with refugees, and the countryside was abandoned. Many folk have fled to safer lands, and as word of the evils affecting the lands has spread far and wide, trade to those lands has ground to a halt, all but delivering the coup-de-gras to the doomed lands.
Unfortunately, the true coup-de-gras has finally been delivered:
Demons have begun to stalk the crowded streets of the cities, torturing and killing in wanton raids until they are driven off by the mightiest clerics, wizards, and other adventurers in residence. The subjugation of the afflicted lands has already begun--Ket and Perrenland have submitted to Iggwilv, and an exodus from those realms has begun, but many who try to flee are captured by Iggwilv's monstrous minions and publicly tortured to death. It seems that a second reign of Iggwilv the Witch-Queen is at hand!
Here is the most recent edition (as of 4/18) of R&W. Numerous edits have been made to fix errata, and the page count has been reduced by about 120 pages by reducing font and using double columns. Enjoy!
ERRATA (thanks, Evil Genius!): On pg. 84, the last sentence of the section entitled "PSIONIC ITEM CREATION FEATS" should be replaced with: Psionic item creation feats, psionic items, and Psicraft checks are treated as magic item creation feats, magic items, and Spellcraft checks respectively.
Any other errata will be posted here as it is discovered.
One of the PCs in my game on saturday summoned a Large air elemental (CR 5), which has a speed of 100 ft., whirlwind is DC 18, and slam damage is 1d8+4. He used it to mow down several foes in a way that had everyone at the table rather increduluous (including the player who summoned the AE). By running back and forth across a line of three or four foes, the AE was able to hit each foe at least 4 or 5 times with its 100 ft. speed, forcing them to make DC 18 Ref saves to avoid being caught and a 2nd save to avoid 1d8+4 dmg on each pass.
Now imagine the same tactic used against a single foe, with the AE passing into and out of the foe's square ten times in one round (which it can do with 100 ft. speed), purposely dropping the foe (a free action) any time it gets caught in the ww in favor of forcing the foe to make a new save vs. the slam damage on every pass. If the foe makes its Ref save on half of the passes, that's still an average of 42 dmg per round. If the foe fails all of the saves, thats an average of 85 dmg per round, with the potential to do as much as 120 dmg in 1 round. Does that seem broken for a CR 5 monster?
Hi all, I'm working on a post-apocalyptic RPG that is compatible with PF RPG. I've read the Pathfinder Compatability agreement, and I understand what I need to do on that end, but I'm unclear on how to use the OGL. Do I need written permission from WotC? And if so, how do I go about that? Is there a form someone could kindly link for me? I know I need to copy and paste the OGL at the end of my document, but I'm not sure which version I need to use, or where to find it, and would greatly appreciate some help. Thanks!
I noticed that there is a table in the CRB giving AC for objects based on size, but there seem to be no guidelines for determining what size category a given object falls into, or am I missing it?
Last night, a player in my game wanted to sunder a foe's weapon. He succeeded, then asked if he could Cleave the foe. My ruling was no, because it says "two adjacent foes". But I did think it was interesting, and thought I'd post here to get other opinions. Did I rule correctly?
Here is a free, unofficial, Pathfinder-compatible edition of Gamma World, the classic post-apocalyptic RPG originally published by TSR in the 70s. It was based on James Ward's earlier sci-fi RPG (the very first!), Metamorphosis Alpha. I welcome comments, suggestions, critiques, et cetera, and especially would appreciate feedback based on playtesting! Enjoy!
PURE STRAIN HUMAN
PURE STRAIN HUMAN TRAITS
+2 to One Ability Score: Pure strain humans get a +2 bonus to one ability score at creation to represent their varied nature.
Medium: Pure strain humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Pure strain humans have a base speed of 30 feet.
Bonus Feat: Pure strain humans select one extra feat at 1st level.
Skilled: Pure strain humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Radiation Resistant: Pure strain humans get a +2 genotype bonus on saving throws to resist the effects
of radiation sickness.
Languages: Pure strain humans begin play speaking their native language (English in Meriga and Eukay). Pure strain humans with high Intelligence scores can choose any languages they want (except secret languages).
ALTERED HUMAN
ALTERED HUMAN TRAITS
+2 to One Ability Score: Altered humans get a +2 bonus to one ability score at creation to represent their varied nature.
Medium: Altered humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Altered humans have a base speed of 30 feet.
Bonus Feat: Altered humans select one extra feat at 1st level.
Skilled: Altered humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Mutated: Altered humans must choose at least one minor or major mutation from the list of mutations, and select one or more drawbacks from the list of drawbacks to reach a balance of 0 Mutation Points. (See Mutations).
Languages: Altered humans begin play speaking their native language (English in Meriga and Eukay).
Altered humans with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ANIMAL
MUTATED BAT TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated bats are agile and highly aware of their surroundings, but they are frail and less intellectual than humans.
Medium: Mutated bats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated bats have a base speed of 30 feet.
Blindsight: Mutated bats have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated bats cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated bats using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Light Sensitivity: Mutated bats are dazzled (-1 penalty on attack rolls and Perception checks) in areas of bright illumination (sunlight, flashlight beam, et cetera), but are not penalized when relying on their blindsight ability.
Low-Light Vision: Mutated bats can see twice as far as humans in areas of dim light.
Languages: Mutated bats begin play speaking the native language of local humans (English in Meriga and Eukay) and Bat, the special language of mutated bats. Mutated bats with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED BEAR TRAITS
+4 Strength, +2 Constitution, -4 Dexterity, -2 Intelligence: Mutated bears are freakishly strong and tough, but tend to be clumsier and less intellectual than humans.
Large: Mutated bears are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4
size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet.
They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated bears have a base speed of 30 feet.
Claws: Mutated bears have nonretractable claws that function as natural weapons. Each claw deals 1d6
points of slashing damage (plus the mutated bear’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated bear’s full base attack bonus, and the mutated bear can make one claw attack with each claw per round. Mutated bears with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat.
Poor Vision: Mutated bears have weak eyesight. They take a -2 penalty on sight-based Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated bears begin play speaking the native language of local humans (English in Meriga and Eukay) and Bear, the special language of mutated bears. Mutated bears with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED CANINE TRAITS
+2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma: Mutated canines are hardy and have keen senses, but they tend to be dull-witted and uncouth.
Medium: Mutated canines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated canines have a base speed of 30 feet.
Low-Light Vision: Mutated canines can see twice as far as humans in areas of dim light.
Scent: Mutated canines have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules
on the scent ability).
Languages: Mutated canines begin play speaking the native language of local humans (English in Meriga and Eukay) and Canine, the special language of mutated canines. Mutated canines with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED DOLPHIN TRAITS
+2 Strength, +2 Intelligence, -2 Dexterity, -2 Wisdom: Mutated dolphins are strong and highly intelligent, but somewhat clumsy and foolhardy.
Medium: Mutated dolphins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated dolphins have a base speed of 30 feet.
Blindsight: Mutated dolphins have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated dolphins cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated dolphins using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Low-Light Vision: Mutated dolphins can see twice as far as humans in areas of dim light.
Hold Breath: Mutated dolphins can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air.
Languages: Mutated dolphins begin play speaking the native language of local humans (English in Meriga and Eukay) and Dolphin, the special language of mutated canines. Mutated dolphins with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ELEPHANT TRAITS
+4 Strength, -4 Dexterity: Mutated elephants are powerful but clumsy.
Large: Mutated elephants are Large creatures and get a -1 size penalty to AC, a -1 size penalty on
attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated elephants have a base speed of 30 feet.
Tusks: Mutated elephants have a pair of tusks that function as natural weapons. Each tusk can gore for
1d6 points of piercing damage (plus the mutated elephant’s Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated elephant’s full base attack bonus, and the mutated elephant can make one gore attack with each tusk per round.
Poor Vision: Mutated elephants have weak eyesight. They take a -2 penalty on sight-based
Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated elephants begin play speaking the native language of local humans (English in
Meriga and Eukay) and Elephant, the special language of mutated elephants. Mutated elephants with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED FELINE TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated felines are agile and have keen
senses, but tend to be less sturdy and less intelligent than humans.
Medium: Mutated felines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated felines have a base speed of 30 feet.
Claws: Mutated felines have retractable claws that function as natural weapons. Each claw deals 1d4
points of slashing damage (plus the mutated feline’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated feline’s full base attack bonus, and the mutated feline can make one claw attack with each claw per round. Mutated felines with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat.
Low-Light Vision: Mutated felines can see twice as far as humans in areas of dim light.
Languages: Mutated felines begin play speaking the native language of local humans (English in Meriga and Eukay) and Feline, the special language of mutated felines. Mutated felines with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED MONKEY TRAITS
+4 Dexterity, -2 Constitution, -2 Intelligence: Mutated monkeys are extremely agile, but more frail and less intelligent than humans.
Medium: Mutated monkeys are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated monkeys have a base speed of 30 feet.
Natural Acrobat: Mutated monkeys gain a +2 genotype bonus on Acrobatics checks.
Natural Climber: Mutated monkeys gain a +2 genotype bonus on Climb checks.
Low-Light Vision: Mutated monkeys can see twice as far as humans in areas of dim light.
Languages: Mutated monkeys begin play speaking the native language of local humans (English in
Meriga and Eukay) and Monkey, the special language of mutated monkeys. Mutated Monkeys with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ORCA TRAITS
+4 Strength, +2 Intelligence, -4 Dexterity, -2 Charisma: Mutated orcas are intelligent and freakishly
strong, but they are clumsy and aggressive.
Large: Mutated orcas are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4
size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet.
They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated orcas have a base speed of 30 feet.
Blindsight: Mutated orcas have blindsight out to 60 feet. They use echolocation to “see” their
surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated orcas cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated orcas using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Low-Light Vision: Mutated orcas can see twice as far as humans in areas of dim light.
Hold Breath: Mutated orcas can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air.
Languages: Mutated orcas begin play speaking the native language of local humans (English in Meriga
and Eukay) and Orca, the special language of mutated orcas. Mutated orcas with high
Intelligence scores can choose any languages they want (except secret languages).
MUTATED RAT TRAITS
+4 Dexterity, +2 Intelligence, -4 Strength, -2 Charisma: Mutated rats are bright and very agile, but they
are uncouth, and much smaller and weaker than other Medium creatures.
Medium: Mutated rats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated rats have a base speed of 30 feet.
Low-Light Vision: Mutated rats can see twice as far as humans in areas of dim light.
Scent: Mutated rats have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules on
the scent ability).
Languages: Mutated rats begin play speaking the native language of local humans (English in Meriga and Eukay) and Rat, the special language of mutated rats. Mutated rats with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED RHINOCEROS TRAITS
+4 Strength, +2 Wisdom, -4 Dexterity, -2 Intelligence: Mutated rhinoceroses are powerful and alert, but tend to be clumsy and dull-witted.
Large: Mutated rhinoceroses are Large creatures and get a -1 size penalty to AC, a -1 size penalty on
attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated rhinoceroses have a base speed of 30 feet.
Horn: Mutated rhinoceroses have a horn on their snout that functions as a natural weapon. Their gore
attack deals 1d6 points of piercing damage (plus 1-1/2 the mutated rhinoceros’ Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated rhinoceros’ full base attack bonus, and the mutated rhinoceros can make one gore attack per round.
Poor Vision: Mutated rhinoceroses have weak eyesight. They take a -2 penalty on sight-based
Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated rhinoceroses begin play speaking the native language of local humans (English in
Meriga and Eukay) and Rhinoceros, the special language of mutated rhinoceroses. Mutated rhinoceroses with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED SNAKE TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma: Mutated snakes are agile and have keen
senses, but tend to be frail and unfriendly.
Medium: Mutated snakes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated snakes have a base speed of 30 feet.
Fangs: Mutated snakes have fangs that function as natural weapons. Their bite deals 1d4 points of
piercing damage (plus 1-1/2 the mutated snake’s Strength modifier) and threatens a critical hit on a natural 20. Bite attacks are made at the mutated snake’s full base attack bonus, and the mutated snake can make one bite attack per round. Many mutated snakes take the venomous bite mutation.
Low-Light Vision: Mutated snakes can see twice as far as humans in areas of dim light.
Languages: Mutated snakes begin play speaking the native language of local humans (English in Meriga and Eukay) and Snake, the special language of mutated snakes. Mutated snakes with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT PLANT
SENTIENT BRUSH TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient brushes are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient brushes are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient brushes have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient brushes can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient brushes so resemble ordinary brush that they can use the Stealth skill to hide in
any terrain where brush can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient brushes begin play speaking the native language of local humans (English in Meriga
and Eukay) and Brush, the special language of sentient brushes. Sentient brushes with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT FLOWER TRAITS
+2 Dexterity, +2 Charisma, -2 Constitution: Sentient flowers are graceful and beautiful, but tend to be
frail.
Medium: Sentient flowers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sentient flowers have a base speed of 30 feet.
Darkvision: Sentient flowers can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient flowers so resemble ordinary flowering plants that they can use the Stealth skill to
hide in any terrain where flowering plants can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient flowers begin play speaking the native language of local humans (English in Meriga
and Eukay) and Flower, the special language of sentient flowers. Sentient flowers with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT FUNGUS TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient fungi are durable and perceptive, but tend to have
slow reaction time.
Medium: Sentient fungi are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient fungi have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient fungi can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient fungi so resemble ordinary fungus that they can use the Stealth skill to hide in any
terrain where brush can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient fungi begin play speaking the native language of local humans (English in Meriga
and Eukay) and Fungus, the special language of sentient fungi. Sentient fungi with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT SUCCULENT TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient succulents are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient succulents are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient succulents have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient succulents can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient succulents so resemble ordinary succulents that they can use the Stealth skill to
hide in any outdoor terrain where succulents can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient succulents begin play speaking the native language of local humans (English in
Meriga and Eukay) and Succulent, the special language of sentient succulents. Sentient succulents with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT TREE TRAITS
+2 Strength, +2 Wisdom, -2 Dexterity: Sentient trees are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient trees are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient trees have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient trees can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient trees so resemble ordinary trees that they can use the Stealth skill to hide in any
terrain where trees can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient trees begin play speaking the native language of local humans (English in Meriga
and Eukay) and Tree, the special language of sentient trees. Sentient trees with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT VINE TRAITS
+2 Dexterity, +2 Wisdom, -2 Strength: Sentient vines are nimble and perceptive, but tend to lack the
strength of other Medium creatures.
Medium: Sentient vines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sentient vines have a base speed of 30 feet.
Darkvision: Sentient vines can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient vines so resemble ordinary vines that they can use the Stealth skill to hide in any
terrain where vines can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient vines begin play speaking the native language of local humans (English in Meriga
and Eukay) and Vine, the special language of sentient vines. Sentient vines with high Intelligence scores can choose any languages they want (except secret languages).