Turn - Hour: 25 - Prayer Hour Rules: None SOT: None Give Card: None Move: Stay at Twisting Passages Attempt to move to Chambers Intelligence Check DC 6+3=9:1d10 + 0 ⇒ (4) + 0 = 4No Success
Location Powers: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
Ally 2 looks to be out of reach due to 2 hard checks..will end turn
Damiel ends their turn.
Damiel attempts to recover all cards in their Recovery pile.
Damiel resets their hand. Random Roll:1d5 ⇒ 4Our Lord in Iron replaces open spot Middle of Deck (Unknown Order): Irori's Mastery, Heavy Crossbow, Good Omen, Our Lord in Iron, The Publican
Should be no number of players+1..other armor is
Reed Snake Armor
Reed Snake Armor:
MM Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand.
Alahazra autos the check against thunder lizard using volcanic storm, fire power, druid of the flame ,create mindscape (1d10+6+3d6+1d8+2+3+1d4) and then can use armor to reduce damage to 0.
Ogre was already defeated by Kess. The card that Zetha encountered is the following:
Flanking Attack (Known):
CotCT Barrier 1
Traits: Skirmish Veteran
To Defeat: None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Quinn, Kess, Mother Myrtle:1d3 ⇒ 1Quinn must encounter Dragon at +#
Dragon:
Story Bane
Type: Monster
Traits: Dragon Veteran
To Defeat: Combat 16+## OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Quinn will discard The Empty Throne to ignore BYA Random Roll:1d4 ⇒ 4Immune and breathes fire Will reveal Shocking Saber and dancing dagger Recharge Dancing dagger to use Knowledge+6 and recharge armor to add wis die d8 and discard The Carnival to bless Acrobatics INT KNOW Combat Check DC 16+21=37:1d10 + 6 + 2d8 + 6 + 1d4 + 1d8 + 1d10 ⇒ (7) + 6 + (7, 2) + 6 + (2) + (8) + (4) = 42 Monster Defeated
Zetha must then encounter so to keep consistent will assume she succeeds at BYA, fails the combat and banishes monster to avoid damage..I initially thought she could simply evade but if that is done then barrier is not defeated.
Quinn will recharge leech for minor heal Random Roll:1d4 - 1 ⇒ (4) - 1 = 3 Quinn has all cards in their discard pile healed: (Fate-reader Lenses, The Empty Throne, The Carnival). Deck shuffled.
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
First one is automatic Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6 and Quinn freely reveals Dancing Dagger
Mother Myrtle performs guard check for Dragon encounter.
Danger?:1d2 ⇒ 2Red Mantis Assassin
Red Mantis Assassin:
Story Bane
Type: Monster
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.
Will recharge Jasan Adriel to add 1d4 and Ruan to add 1d4
Wisdom Check DC 4+6=10:1d12 + 4 + 2d4 ⇒ (8) + 4 + (4, 2) = 18Success; heal 1 so will remove wounded scourge
For combat, will display Lyrune-quah to add 1d6 to all combat and fort checks using Bottled Lightning and recharging Magic Chainmail to add 1d4 along with Quinn's The Queen Mother Bottled Lightning Craft Check DC 10+12+4+2=28:1d12 + 6 + 3d8 + 1d6 + 1d4 + 1d12 ⇒ (1) + 6 + (7, 5, 7) + (1) + (1) + (2) = 30Success; card is healed
Ahmotep is next with hour being Hourglass Card 2 Alase/Zalarian Blessing of Abadar and when examines next card it is Hourglass Card 3 Merisiel/MatsuKurisu Blessing of Maat (blessing 2).
Ahmoteps ends it by automatically succeeding to acquire blessing of Maat by using a blessing from Alahazra and fire snake and sapphire (recharging a staff if necessary). Then for close check, freely blesses with Alase Eclipse for 2d4 and if needed uses maat and power to succeed in acquiring the top card of hour deck.
Turn Order: Meliski, Reiko, Harsk, Seelah if random character, using Self as #1
Turn: 13 - Blessing of Shelyn SOT: May examine top card of local character; then you may exchange it for a card in my hand.
Give Card: None 2-5E: Shuffle a random card (Magic Full Plate) from discard into deck
Short Rest?:
For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Note this reward on your Chronicle sheet.
Move: Stay at Treacherous Cave
Location Powers: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
Baykok:
None Henchman 6
Type: Monster
Traits: Undead
To Defeat: Combat 24
The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
Will determine what resources using before attempting BYA check Meliski will discard blessing of Thoth to bless twice for BYA.. Wisdom Check DC 9:1d6 + 2d6 ⇒ (4) + (3, 1) = 8Not quite Will recharge Mirror armor to reroll a die for a check Wisdom Check DC 9:1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13Success Harsk will bury Flaming musket +2 and Meliski will recharge blessing of the samurai Flaming Musket +2 Combat Check DC 24:3d10 + 8 + 2d8 ⇒ (10, 5, 2) + 8 + (5, 8) = 38Monster defeated; I am able to reduce BYA/AYA damage to 0
Will attempt to close...Meliski discards blessing of Gozreh to bless twice Survival Check DC 7:1d6 + 3 + 2d6 ⇒ (5) + 3 + (5, 2) = 15Success
Treacherous Caves is closed
Reminder of Scenario changes:
Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.
Harsk ends his turn.
Harsk attempts to recover all cards in his Recovery pile.
NOTES: Available Support: 2 Card(s) are available for Remote Combat support (1d4+1), 0 (maybe 1) Blessing(s) are available
Other: Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Legionnaire Chaplain, Masterwork Tools, Bombardier Bow, Longbow +1, Deathbane Light Crossbow +1, Flaming Longbow +2, Blessing of Angradd, Magic Full Plate, Archer's Bracers, Blessing of Milani (1), Shock Bullets, Ophidian Armor, Blessing of Cayden Cailean, Blessing of Milani (2)
Recharged: Discard Pile: Blessing of Gozreh, Buried Pile: Flaming Musket +2,
Favored Card: Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[X] When you move during your move step, you may examine the top card of your new location deck ([ ]and shuffle it into that deck).
[X] When a monster deals damage to you before ([X] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead. [ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate:At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Grand Lodge Faction Reward:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Season of Tapestry’s Tides Rewards:
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
"
Status Link Most Recent BR Refresh Current Hour = Current Turn - 1 Notes for Harsk:reroll used Notes for Seelah:Reroll used Notes for Meliski:reroll used Random Card(s) Used: Spells 1-5 from first (need to define procedure for this going forward) Additional Info 1:Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits. Additional Info 2:Use ACG site (link above) Reiko - Location #1: Desecrated Vault 1-7 remain // Baykok (shuffled in) Location #2: Heptaric Locus CLOSED Meliski - Location #3: Ravenous Crypts of Gluttony 1-8 remain // 1=Ogre Harsk - Location #4: Treacherous Cave CLOSED Location #5: Catacombs of Wrath CLOSED Seelah - Location #6: Vault of Greed CLOSED
Ukuja needs to discard a random card first..will roll a d6 and if 6 consider dire collar.
random card:1d6 ⇒ 4 light crossbow should be discarded as well for random card
One of the players in one PBP game loved to write a short novel just about each turn and so each of them were enjoyable to read. He would also do separate posts usually and some of this turns would have 3 or 4 posts as he switched between Aric and the Red Raven...this is only an example of two of his posts.
Turn - Hour: 14 - Benefaction Hour Rules: None SOT: Turn into Red Raven; swap out psychic detective for Magistrate Give Card: None Move: stay put Location Powers: None
Aric looks at the others and then with an exasparated look shouts "Enough Talking! Lady Andaisin does not act like any lady I know and the local magistrate has a list of transgressions she has done!" Aric ducks around the corner pulling out a very large pistol along with some sort of cloth back which those who are familiar with the noble would correctly theorize to be the mask of the Red Raven. The Red Raven strides in front of Lady Andaisin and fires at her point blank
Forgo free explore and discard magistrate to explore adding d6 to checks against human card
Explore: Alley Card 1 (Lady Andaisin)
Lady Andaisin:
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Will recharge quick-change mask to use stealth for BYA and Ramexes will discard benefaction to bless plus magistrate
Turn - Hour: 9 - Blessing of Sarenrae Hour Rules: None SOT: None Give Card: None
2-5E: Shuffle a random card (Blessing of Milani) from discard into deck
Short Rest?:
For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Note this reward on your Chronicle sheet.
Move: Stay at Treacherous Cave
Location Powers: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location. Explore: Wand of Shield
Wand of Shield:
RotR Item 1
Traits: Arcane Magic Wand
To Acquire: Intelligence Arcane 7
Bury this card to reduce Combat damage dealt to you by 2. Succeed at an Arcane 8 check to recharge this card instead of burying it.
Will banish wand of shield and discard blessing of gozreh to explore Encounter: Corroded Lock
Corroded Lock:
RotR Barrier 6
Traits: Lock
To Defeat: Dexterity Disable 15 OR Combat 30
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
No way tools can do a 30... Will reveal and recharge Bombardier bow and recharge deathbane crossbow, longbow+1, masterwork thieves tools to add 4d4; Meliski will recharge blessing of samurai to add a die; Pennon adds 1
NOTES: Available Support: 2 Card(s) are available for Remote Combat support (1d4+1), 0 (maybe 1) Blessing(s) are available
Other: Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Milani (1), Blessing of Milani (2), Archer's Bracers, Flaming Longbow +2, Ophidian Armor, Shock Bullets, Gem of Physical Prowess, Blessing of Angradd, Legionnaire Chaplain, Blessing of Cayden Cailean
Recharged: Bombardier Bow, Longbow +1, Deathbane Light Crossbow +1, Masterwork Tools,
Discard Pile: Blessing of Gozreh, Magic Full Plate, Buried Pile:
Favored Card: Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[X] When you move during your move step, you may examine the top card of your new location deck ([ ]and shuffle it into that deck).
[X] When a monster deals damage to you before ([X] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead. [ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate:At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Grand Lodge Faction Reward:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Season of Tapestry’s Tides Rewards:
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
"
Status Link Most Recent BR Refresh Current Hour = Current Turn - 1 Notes for Harsk:reroll used Notes for Seelah:Reroll used Notes for Meliski:reroll used Random Card(s) Used: Spells 1-5 from first (need to define procedure for this going forward) Additional Info 1:Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits. Additional Info 2:Use ACG site (link above) Meliski - Location #1: Desecrated Vault 1-9 remain Seelah - Location #2: Heptaric Locus CLOSED Location #3: Ravenous Crypts of Gluttony 1-10 remain Harsk - Location #4: Treacherous Cave 1-4 remain // 1=Baykok 4=spiked chain Reiko - Location #5: Catacombs of Wrath CLOSED Location #6: Vault of Greed 1-10 remain // 10=Token of Remembrance
Turn - Hour: 13 - Rovagug's Destruction Hour Rules: On your check, you may banish a random blessing from your discards to bless. SOT: None Give Card: None Move: Stay at Ossuary Location Powers: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Will display Kikko Armor
Explore: Ossuary Card 1: Henchman Proxy A3
Cultist:
Spoiler:
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Reveal Mace and Maznar reveals crow and recharge blessing of samurai for a d4 Strength Check DC 10+2+2=14:1d10 + 3 + 1d8 + 1d4 + 1d4 ⇒ (1) + 3 + (2) + (1) + (4) = 11Not Quite Strength Check DC 10+2+2=14 PAIZO reroll:1d10 + 3 + 2 + 1 + 4 ⇒ (10) + 3 + 2 + 1 + 4 = 20Success Now attempt to close each person here must encounter Ancient Skeleton (Valeros, Hakon, Maznar, Ramexes
Ancient Skeleton:
Ancient Skeleton
Story Bane Monster 1
Traits
Skeleton
Undead
Check
Combat
11+##
Powers
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
Good chance he won't succeed but hand can be mostly empty..will discard Night Watch for 1 combat damage and reload mace to add d6 along with animal from Maznar Strength Check DC 11+2+2=15:1d10 + 3 + 1d8 + 1d4 + 1d6 ⇒ (5) + 3 + (5) + (1) + (1) = 15Success
Valeros has no buried cards to exchange for WPC and will move to graveyard to guard that location Valeros ends their turn.
Valeros attempts to recover all cards in their Recovery pile.
Hero Points: 2
NOTES: Available Support: 1 Card(s)s are available for Local Combat support 1d6, 1 Blessing is available.
Movement: Barracks
Other: Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Naginata, Shock Glaive +1, Crowbar#CORE, Squire, Banner, Blessing of Cayden Cailean, Chain Mail#CORE (2), Greatclub
Recharged: Blessing of the Samurai,
Discard Pile: Retriever, Night Watch, Buried Pile:
Favored Card: Sword Weapon Hand Size: 4 ☐ 5 Proficiencies: Armor, Weapon POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 ([X]1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.
"
[u]Summary[/u]
Current Location: Graveyard Acquired: None Banished: all cards at Ossuary Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): Hakon, Maznar, and Ramexes need to encounter Ancient Skeleton
Turn - Hour: 9 - Blessings Deck Card 1 (Turn 9 TColMaster) The Theater Hour Rules: At the start of your turn, examine the top card of your location; you may encounter it. Examine and Encounter: Manor Card 1: Mirror Image
Mirror Image:
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Arcane Check DC 9:1d12 + 3 ⇒ (10) + 3 = 13Success - goes into auction pile
SOT: None Give Card: None Move: Stay at Manor Danger check:1d12 ⇒ 1 Random Roll:1d6 ⇒ 33-Homunculus
Homunculus:
Story Bane Monster 1
Traits
Construct
Check
Combat
10
OR
Intelligence
Craft
7
Powers
Immune to Mental and Poison.
Before acting, choose a card type and examine the top card of your location. If no examined card is of that type, the difficulty to defeat is increased by 4.
If undefeated, suffer the scourge Exhausted.
if 1-3 choose Bane:1d7 ⇒ 2Choose Bane - but it turns out to be Korvosan Guard so harder to defeat Will send wand of force missile to recovery and discard orison to bless
Location Powers: At the start of your turn, you may recharge an item or a spell to draw a card. Explore: Manor Card 2: Korvosan Guard
Korvosan Guard:
Ally 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Diplomacy Check DC 6:1d12 + 3 ⇒ (5) + 3 = 8Success and goes to auction pile
Will discard the Courtesan to explore using cha die on checks Explore: Manor Card 3: Crowbar
Crowbar:
Item 0
Traits
Tool
Check
Strength
Melee
3
Powers
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Using Cha die for Str:1d12 ⇒ 4Sucess goes into pile
Seoni ends their turn.
Seoni attempts to recover all cards in their Recovery pile - Will choose to bury wand of force missile
Displayed: Deck: 6 Discard: 3 Buried: 1
Hero Points: 0
NOTES: Available Support: Blessings and Spells are available for use.
Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Detect Magic, Force Missile (Core), Wand of Acid Burst, Good Omen, Elixir of Healing
Recharged: Acadamae Student,
Discard Pile: Troubadour, Orison, The Courtesan, Buried Pile: Wand of Force Missile,
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☐ or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
"
[u]Summary[/u]
Acquired: See Below Banished: None Examined: None Random Card(s) Used: None Displayed: Manor Card 1: Mirror Image and Manor Card 2: Korvosan Guard
Manor Card 3: Crowbar near scenario Other Player(s) Resources Used: None Actions needed by other Player(s): None
Turn - Hour: 4 - Sarenrae’s Light Hour Rules: When you heal, you may heal an additional card. SOT: None Give Card: None Move: Chambers -> Manor Scenario check:1d12 ⇒ 9No dangers yet Location Powers: At the start of your turn, you may recharge an item or a spell to draw a card. Explore: Manor Card 1: Fire Bolt
Will recharge ACADAMAE STUDENT to add d4 Arcane Check DC 8:1d12 + 3 + 1d4 ⇒ (2) + 3 + (4) = 9Success - spell goes in auction pile
Fire Bolt:
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Will discard Troubadour to explore Explore: Manor Card 2: Half-plate
Half-plate:
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Displayed: Deck: 8 Discard: 2 Buried: 0
Hero Points: 0
NOTES: Available Support: Blessings and Spells are available for use.
Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Force Missile (Core), Wand of Acid Burst, Sage, Riding Allosarus, Good Omen, The Snakebite, Detect Magic, Elixir of Healing
Recharged: Discard Pile: Acadamae Student, Troubadour, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☐ or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
"
[u]Summary[/u]
Current Location: Manor Acquired: see displayed Banished: Manor Card 2: Half-Plate Examined: None Random Card(s) Used: None Displayed: Manor Card 1: Fire Bolt Other Player(s) Resources Used: None Actions needed by other Player(s): None
Valeros turn
Out of Turn Updates: Given Frost Longspear from Ezren
Turn - Hour: 13 - The Wanderer Hour Rules: When a local character fails to acquire a boon, you may bury a card to encounter it. SOT: None Give Card: None Move: Ruin -> Forest Location Powers: When you defeat a monster, you may discard a card to explore.
Will recharge longspear for Before acting and reveal Frost longspear, banner adds 1 and hakon uses strength spell, finally reload naginate for a d6 Melee Strength Check DC 9+2+2=13:1d10 + 3 + 1d8 + 1d4 + 1 + 3 + 1d6 ⇒ (1) + 3 + (2) + (1) + 1 + 3 + (1) = 12 Not Quite Melee Strength Check DC 9+2+2=13 PAIZO reroll:1d10 + 3 + 2 + 1 + 3 + 1 ⇒ (4) + 3 + 2 + 1 + 3 + 1 = 14 Success A marker is added to the villain
Bandit:
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon OR Charisma Diplomacy 9
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
Will reveal frost longspear and then reload it to add d6, banner adds 1 and strength spell adds 3 Melee Strength Check DC 9+2+2=13:1d10 + 3 + 1d8 + 1d4 + 1d6 + 1 + 3 ⇒ (10) + 3 + (1) + (2) + (5) + 1 + 3 = 25 Success
Goblin Marauder:
Core Story Bane 1
Traits: Check To Defeat Type Monster Combat Goblin Veteran
To Defeat: Combat 9+##
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you fail, roll 1d4: 1. Suffer 1d4 Ranged Combat damage. 2. Suffer 2 Fire damage. 3. Suffer the scourge Poisoned. 4. Bury a card.
NOTES: Available Support: 1 Card(s)s are available for Local Combat support 1d6, 1 Blessing is available.
Other: Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Gorum, Chain Mail#CORE (1), Blessing of Cayden Cailean, Mace#CORE, Chain Mail#CORE (2), Shock Glaive +1
Recharged: Retriever, Longspear#CORE, Kikko Armor,
Discard Pile: Crowbar#CORE (2), Night Watch, Quartermaster, Prayer, Blessing of the Samurai, Buried Pile:
Favored Card: Sword Weapon Hand Size: 4 ☐ 5 Proficiencies: Armor, Weapon POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 ([X]1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.
"
Status Link Most Recent BR Refresh Current Blessing = Current Turn - Last BR Update(13) Notes for Hakon:2 HP and reroll used Notes for Valeros:reroll used Notes for Lirianne:Ezren used blessing of calistria; Lirianne is exhausted Notes for Aric:Ezren used Achaekek and harrow deck Additional Info 1:Banner is Displayed +1 for Combat checks ; On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it. Treat the story banes Bandit and Bandit Leader as if the check to defeat also lists "OR Charisma Diplomacy 9" Additional Info 2:When the Bandit is defeated with a combat check, mark the Bandit Leader with a bandit marker. The difficulty of checks to defeat the Bandit Leader is increased by its number of bandit markers (maximum equal to the number of characters (6)). When the Bandit is defeated without a combat check, you may bury a boon to summon and encounter a non-Animal ally then remove a bandit marker from the Bandit Leader. Location #1: Base 1-2 remain
Out of Turn Updates: Adowyn Must encounter Pairaka on Mnenoset's turn - will recharge Volcanic Storm to evade. At the end of Mavaro's turn, will have Nyctessa bury wand of flying to move to garden of symmetry..(due to improper turn, will forgo examines granted)
Mavaro ends his turn. If Five-Pointed Sun is not occupied, add a random monster.
Examine cards of location..if 1 barrier examined, may attempt to close Cards to examine at location:2d4 ⇒ (1, 3) = 4 examine 4 cards
Great Library of Tephu Card 5: Sand Elemental
Great Library of Tephu Card 6: Ghawwa TRIGGER
Random character encounters Pairaka using player order - Nyctessa, Athnul, Raz, Mavaro, Adowyn:1d5 ⇒ 4Mavaro must encounter
Since Create Mindscape was top card will use knowledge for divine with chronicler and spellbook
Knowledge Check for Divine DC 9:1d8 + 4 + 1d6 + 1d4 ⇒ (1) + 4 + (2) + (1) = 8Not quite Knowledge Check for Divine DC 9 with Paizo reroll:1d8 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14Success After acting, get a scourge Random Scourge:1d8 + 1 ⇒ (7) + 1 = 8Curse of the Sphinx.
Since monster defeated will remove curse of the sphinx scourge
Pairaka:
None Henchman 2
Type: Monster
Traits: Curse Outsider Trigger
To Defeat: Combat 13 OR Divine 9
When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
2 more cards to examine.. Great Library of Tephu Card 7: Holy Light
Great Library of Tephu Card 8: Holy Word Trap TRIGGER
no cold, mummy cards in hand and then encounter Since Create Mindscape is still top card will use knowledge for divine
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
Since only one barrier examined, can attempt to close. Knowledge Check DC 6:1d8 + 4 + 1d6 + 1d4 ⇒ (1) + 4 + (4) + (4) = 13Auto Success Libary of Tephu closed
Acquire Knock spell on closing
Based on how written, Call spirit should be displayed before eot. However, if Mavaro displayed near end of his turn it would be discarded since that is not what he wanted (or made sense to do since didn't use all turn) then need to discard a few cards in order to draw create mindscape and then display both at Adowyn's SOT. Will discard Monstrous Physique and Knock spell for reset and display create mindscape and call spirit at Five Pointed Sun.
Top Card: Pyrokinesis Displayed: Deck: 9 Discard: 9 Buried: 0
Current Location: #7: Chisisek's Tomb
Hero Points: 5
Tier.XP: 5.2
Reroll Avail: Yes
NOTES: Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
Monstrous Physique: Buff Str, Dex, reduce damage, and move
Other: Boon: freely play a blessing (1/3) PLEASE USE!
Deck, Discard, Buried:
Reloaded: Pyrokinesis,
Middle of Deck (Unknown Order): Restorative Touch (Core), Sign of the Stranger, Sign of the Lantern Bearer, Sign of the Patriarch, Wand of Flying, Bird Feather Tokens, Blessing of the Elements, Kinetic Blast
Recharged: Discard Pile: Cleric of Nethys, Blessing of Abadar, Tarworks Master, Wayfinder, Object Reading, Armor of the Sands, Blessing of the Ancients, Monstrous Physique, Knock, Buried Pile:
Skills equal to Knowledge (from top card):
Intelligence
Arcane
Fortitude
Favored Card: Your Choice (Weapon) Hand Size: 6 ☑ 7☑ 8 Proficiencies: Arcane | Divine | Light Armors | ☐ Heavy Armor | Weapons POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
☐ On you check against a bane that has the Outsider or Undead trait, add 1d6 (☐ 2d6).
☑ When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
☐ When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
☑ When you defeat a monster (☐ or acquire a blessing), you may recharge a random card that has the Sign trait from your discard pile or banish a card that has the Curse or Haunt trait displayed next to a character's deck.
"
Status Link Most Recent BR Refresh Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (6) Notes for Adowyn:Hero point used; reroll used Notes for Nyctessa:Curse of Daybane, Wand of flying is buried Notes for Athnul:given ring of stony flesh Notes for Mavaro:used reroll Additional Info 1:unreduced Acid, Elect, Fire dmg=Curse of Sphinx Additional Info 2:Examine 2d4 cards at end of turn; attempt close if only 1 barrier examined Raz - Five-Pointed Sun random (1-2,a) remain // a=Earth Ossumental(Great Library of Tephu #2), Call Spirit: +1d4,+1d6 Perception; Create Mindscape: +1d4 int, wis, cha Mnesoset - Garden of Symmetry CLOSED
Adowyn, Nyctessa - Altar of Riddles CLOSED 2-5,7-11 remain Chisisek's Tomb CLOSED 7-11 remain // Mavaro - Great Library of Tephu CLOSED
Out of Turn Updates: near end of Meliski's turn will bury sacred candle to draw blessing of Gozreh
Turn - Hour: 7 - Hourglass Card 6 Reiko/eddiephlash Blessing of Iomedae Hour Rules: None SOT: None Give Card: None Move: Stay at Courtyard Location Powers: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage. Explore: Courtyard Card 3: Magic Full Plate
Courtyard Card 3:
Magic Full Plate
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Will discard Wayfinder to examine Courtyard Card 4: Spiny Shield and choose to shuffle and then explore Random Courtyard Card:1d7 + 3 ⇒ (4) + 3 = 7Courtyard Card 7: Longsword +2
Reiko Strength Check DC 10:1d6 ⇒ 6No Success - banished
Longsword +2:
RotR
Weapon 3
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Will discard Blessing of Gozreh to explore again Random Courtyard Card:1d6 + 4 ⇒ (1) + 4 = 5Courtyard Card 5: Wand of Shield
RotR
Item 1
Traits:
Arcane
Magic
Wand
To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Reiko ends their turn.
Reiko attempts to recover all cards in their Recovery pile.
Reiko resets their hand; can't make check and hand size is now 5.
Reiko wrote:
Hand: Venomous Fighting Fan +1, Embalming Fluid, Steal Soul, Materialize, Bo Urgathoa,
Displayed: Master Cartman,
Deck: 8 Discard: 5 Buried: 2
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Cartman can be used to pass an acquired card to another character. Materialize let's me BAMF in to take your bane encounter with +3.
Favored Card: Card that has the poison trait or weapon
Hand Size: 7
Proficient with: Light Armors, Weapons, Poison
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Hero Points: 3
Status Link Most Recent BR Refresh Current Hour = Current Turn - 1 Notes for Seelah:Used mat reroll and spent a Hero Point Additional Info 1:when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size
For Valeros' turn, Wolf Pack requires a check during the before acting step. Requirement is local so can be self instead of Ezren Before Acting Wolf Pack - Combat DC 11 drop lowest d8:1d10 + 2d8 + 3 - 5 ⇒ (6) + (8, 5) + 3 - 5 = 17 Defeated
Displayed: Deck: 10 Discard: 3 Buried: 0
// Valeros has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.
When your location is closed, remove this scourge.
NOTES: Available Support: 0 Card(s)s are available for Local Combat support 1d6, 1 Blessing is available.
Other: Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Greatclub, Chain Mail#CORE (1), Chain Mail#CORE (2), Crowbar#CORE, Shock Glaive +1, Blessing of Gorum, Longspear#CORE, Blessing of Cayden Cailean, Banner, Mace#CORE
Recharged: Discard Pile: Crowbar#CORE (2), Night Watch, Quartermaster, Buried Pile:
Favored Card: Sword Weapon Hand Size: 4 ☐ 5 Proficiencies: Armor, Weapon POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 ([X]1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.
Ezren's turn indicated fox was recharged from Hakon's turn..not sure what that is about since fox wasn't used and as I understand it fox is one of Ezren's confiscated cards
Ezren Wisdom Check DC 4 from Valeros turn:1d8 + 1d4 ⇒ (8) + (4) = 12Success
Botting Valeros checks for cultist and guard check. Cultist is # due to bane power from Ezren's turn; since have armor and check doesn't need to succeed will roll normal. Banner adds 1
During Maznar's turn, must encounter blessing for guard recharging quartermaster. Hour is Harrow so 1 is added. Dexterity Check DC 3:1d6 + 1d4 + 1 ⇒ (1) + (1) + 1 = 3Auto Success
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.
Favored Card: Spell Hand Size: 7
Proficiencies: Arcane POWERS:
• When you would defeat a monster and would banish it, you may draw it instead, then you may shuffle into your deck a random card from your discard pile.
• You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 or a number of d4s equal to the banished card's adventure deck number to your check to defeat a monster.
• Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die.
• If your check is against a card that has the Undead trait, add 1d8.
"
Status Link Most Recent BR Refresh Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (9) Notes for Nyctessa:Poisoned Notes for Raz:Use Hand of honest man Additional Info 1:Acid, fire can cause scourge Additional Info 2:closing before runes = bury random card Athnul - Location #1: Altar of Riddles CLOSED Mavaro, Nyctessa - Location #2: Precious Mine 5-9 remain // Jistkan Rune Displayed Urgraz - Location #3: Silver Forge 2-10 remain Location #4: Quarry CLOSED // Raz - Location #5: Scorched Ruins CLOSED Location #6: Scorched Obelisk 1-11 remain // Location #7: Stonework Passages 1-11 remain
Turn - Hour: 11 - Hourglass Card 2 Olenjack/ajpopp Blessing of the Elements Hour Rules: None SOT: None Give Card: None Move: Altar of Riddles -> Precious Mine Location Powers: The difficulty to defeat banes that have Construct trait is increased by 1d6. Explore: Precious Mine Card 3 (Glyphbane Gloves)
MM
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
Will discard blessing of pharasma to explore again Explore: Precious Mine Card 4: Warrior Dolls Construct Difficulty:1d6 ⇒ 4Dc=10+4+4+4=22/24
Will use Fire and Ice which adds an additional die
MM
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Closing here is a bit difficult, will consult group
Since Adowyn dealt with the first check of the swarms, Mavaro has only one to do each. Reveal Missing eye twice
Knowledge Check DC 8/10:1d8 + 4 + 1d8 + 1 + 1d6 + 4 ⇒ (7) + 4 + (8) + 1 + (6) + 4 = 30Auto Success; will remove curse of poisoning from self
Knowledge Check DC 8/10:1d8 + 4 + 1d8 + 1 + 1d6 + 4 ⇒ (3) + 4 + (1) + 1 + (1) + 4 = 14Auto Success; will recharge random sign card (Sign of the Lantern Bearer)
Ubashki Swarm:
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
since spell allows encounter rather than explore, will then cast Locate Object Encounter: Earthworks Card 3: Stone Weasel
MM
Ally C
Traits:
Animal
Elemental
To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Earthworks is now shuffled
Mavaro recharges restorative touch to put Object Reading on top and shuffle
Mavaro ends their turn. Random location to examine bottom card:1d5 ⇒ 1Garden of Symmetry Card 10: Elemental Mastery (Spell 3) is now on top of blessing of pharasma
Mavaro attempts to recover all cards in his Recovery pile. Locate Object: Divine 8:1d8 + 4 ⇒ (6) + 4 = 10 -> Locate Object recharged .
Top Card:Displayed: Deck: 12 Discard: 1 Buried: 0
Current Location: #6: Shifting Dunes
Hero Points: 5
Tier.XP: 4.2
Reroll: Yes
NOTES: Available Support: Blessings (Signs): Use as needed (Blessing of the Elements if can recharge)
Other: Boon: freely play a blessing (1/3) PLEASE USE!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Armor of the Sands, Sign of the Lantern Bearer, Create Mindscape, Restorative Touch (Core), Binder's Tome, Wayfinder, Sign of the Stranger, Chronicler, Planchette, Sign of the Pack, Sign of the Rider
Recharged: Locate Object,
Discard Pile: Cleric of Nethys, Buried Pile:
Favored Card: Your Choice (Weapon) Hand Size: 6 ☑ 7☐ 8 Proficiencies: Arcane | Divine | Light Armors | ☐ Heavy Armor | Weapons POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
☐ On you check against a bane that has the Outsider or Undead trait, add 1d6 (☐ 2d6).
☑ When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
☐ When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
☑ When you defeat a monster (☐ or acquire a blessing), you may recharge a random card that has the Sign trait from your discard pile or banish a card that has the Curse or Haunt trait displayed next to a character's deck.
Turn - Hour: 4 - Blessing of Thoth Hour Rules: None SOT: None Give Card: None Move: Garden of Symmetry -> Thornscrub Location Powers: Banes that have the Poison trait may not be evaded. Explore: Thornscrub Card 1: Girtablilu
I did not examine so no stealth/difficulty increase. Also do not have any cards with attack trait in hand Will recharge Create Mindscape to shuffle deck and reload Blessing of the Elements. Will then reveal the missing eye and recharge reveal to add d6 and cold; will also discard sign of the lantern bearer to add a die
MM
Henchman 4
Type: Monster
Traits:
Trigger
Girtablilu
To Defeat:
Combat 19
When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Will then close by taking a point of poison damage discarding cleric of Nethys and getting curse of poisoning
Will then recharge wayfinder to move to Scorched Obelisk and examine 2 cards
Earthworks Card 1 (Telekinesis Trap)
Earthworks Card 2:Ubashki Swarm TRIGGER
By it's wording, it looks like Mavaro encounters swarm twice (1st summoned and 2nd actual card..pausing for Adowyn/Urgraz to deal with hers first
Ubashki Swarm:
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Turn: 8 - Hourglass Card 1 Heggal/kuey The Lucky Drunk
After your exploration, you may move to a random location.
SOT: None Give Card: None Move: Stay at Chambers Location Powers: None Explore: Chambers Card 2: Henchman Proxy A4 - Rakshasa Will reveal Evangelist for card power and character power Dexterity Check DC 6:1d6 + 1d4 + 2 + 1 ⇒ (2) + (3) + 2 + 1 = 8Success
Botting Dex/cha checks Aric will use cockroach coat and Varian will recharge Ambrosia for urban assistance Aric Acrobatics Check Untrained DC 6:1d4 + 1d4 + 1d4 + 1 ⇒ (1) + (3) + (1) + 1 = 6Success
Will reveal Evangelist twice and cat o nine tails; Varian reveals Binder's tome. Varian recharges Toxic cloud for urban assistance Combat Check DC 16:1d8 + 4 + 3d4 + 1d4 + 3 + 1d4 + 1 ⇒ (2) + 4 + (4, 1, 4) + (2) + 3 + (3) + 1 = 24Success; rerolling a 4 won't matter
Rakshasa:
Rakshasa
Story Bane Monster 3
Traits:
Outsider
Rakshasa
Check:
Combat
16
Powers:
Resistant to Attack. Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
Will attempt to close by doing dex 5+# check; Varian recharges spellbook for urban assistance; reveal Evangelist twice and finally discarding Angradd to bless
Displayed:Kikko Armor,
Deck: 8 Discard: 4 Buried: 0
Current Location: #2: Glade
Hero Points: 2
Tier.XP : 3.2
Reroll: No
NOTES: Available Support: Blessings: Use as needed; Ruan Mirukova: +1d4 & Magic to local check; heal 1 if succeed; Evangelist: recharge for +1d4 to local check
Movement: If current location closes: #6: Chambers
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Banner, Retainer, Lookout, Portable Ram, Augury
Recharged: Fireblade, Blessing of the Samurai,
Discard Pile: The Inquisitor, Blessing of Angradd, Aqueous Orb, Cat-o'-Nine-Tails, Buried Pile:
Favored Card: Ally Hand Size: 5 ☑ 6☐ 7☐ 8 Proficiencies: Light Armors | Heavy Armors | ☐ Weapons POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
"
Status Link Most Recent BR Refresh Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4) Notes for Ukuja:Cure used on Varian (requires recovery check) Additional Info 1:Only 1 location can be guarded; if villain escapes shuffle in monsters instead of blessings
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
[b]Hourglass Card 2 Olenjack/ajpopp:
Spoiler:
Hourglass Card 2 Olenjack/ajpopp
Blessing of Pharasma
MM
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Athnul/Mhuirich:
Spoiler:
Hourglass Card 3 Athnul/Mhuirich
Blessing of Abadar
MM
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Raz/MauveAvengr:
Spoiler:
Hourglass Card 4 Raz/MauveAvengr
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger[\b]
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
[b]Hourglass Card 5 Mavaro/kuey:
Spoiler:
Hourglass Card 5 Mavaro/kuey
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Adowyn/Zalarian:
Spoiler:
Hourglass Card 6 Adowyn/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 7 Olenjack/ajpopp:
Spoiler:
Hourglass Card 7 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing C
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 8 Athnul/Mhuirich:
Spoiler:
Hourglass Card 8 Athnul/Mhuirich
Sun Falcon
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Hourglass Card 9 Raz/MauveAvengr:
Spoiler:
Hourglass Card 9 Raz/MauveAvengr
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Mavaro/kuey:
Spoiler:
Hourglass Card 10 Mavaro/kuey
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 11 Adowyn/Zalarian:
Spoiler:
Hourglass Card 11 Adowyn/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 12 Olenjack/ajpopp:
Spoiler:
Hourglass Card 12 Olenjack/ajpopp
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger[\b]
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
[b]Hourglass Card 13 Athnul/Mhuirich:
Spoiler:
Hourglass Card 13 Athnul/Mhuirich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger[\b]
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
[b]Hourglass Card 14 Raz/MauveAvengr:
Spoiler:
Hourglass Card 14 Raz/MauveAvengr
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Mavaro/kuey:
Spoiler:
Hourglass Card 15 Mavaro/kuey
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger[\b]
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
[b]Hourglass Card 16 Adowyn/Zalarian:
Spoiler:
Hourglass Card 16 Adowyn/Zalarian
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Olenjack/ajpopp:
Spoiler:
Hourglass Card 17 Olenjack/ajpopp
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Athnul/Mhuirich:
Spoiler:
Hourglass Card 18 Athnul/Mhuirich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 19 Raz/MauveAvengr:
Spoiler:
Hourglass Card 19 Raz/MauveAvengr
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Hourglass Card 20 Mavaro/kuey:
Spoiler:
Hourglass Card 20 Mavaro/kuey
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 21 Adowyn/Zalarian:
Spoiler:
Hourglass Card 21 Adowyn/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 22 Olenjack/ajpopp:
Spoiler:
Hourglass Card 22 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 23 Athnul/Mhuirich:
Spoiler:
Hourglass Card 23 Athnul/Mhuirich
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Raz/MauveAvengr:
Spoiler:
Hourglass Card 24 Raz/MauveAvengr
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 25 Mavaro/kuey:
Spoiler:
Hourglass Card 25 Mavaro/kuey
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 26 Adowyn/Zalarian:
Spoiler:
Hourglass Card 26 Adowyn/Zalarian
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 27 Olenjack/ajpopp:
Spoiler:
Hourglass Card 27 Olenjack/ajpopp
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Hourglass Card 28 Athnul/Mhuirich:
Spoiler:
Hourglass Card 28 Athnul/Mhuirich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 29 Raz/MauveAvengr:
Spoiler:
Hourglass Card 29 Raz/MauveAvengr
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 30 Mavaro/kuey:
Spoiler:
Hourglass Card 30 Mavaro/kuey
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 31 Adowyn/Zalarian:
Spoiler:
Hourglass Card 31 Adowyn/Zalarian
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 32 Olenjack/ajpopp:
Spoiler:
Hourglass Card 32 Olenjack/ajpopp
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 33 Athnul/Mhuirich:
Spoiler:
Hourglass Card 33 Athnul/Mhuirich
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass not working above...updated output to be usable...I think
Hourglass Cards/Turn Order:
Hourglass Card 1 Adowyn/Zalarian:
Spoiler:
Hourglass Card 1 Adowyn/Zalarian
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger[\b]
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
[b]Hourglass Card 2 Olenjack/ajpopp:
Spoiler:
Hourglass Card 2 Olenjack/ajpopp
Blessing of Pharasma
MM
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Athnul/Mhuirich:
Spoiler:
Hourglass Card 3 Athnul/Mhuirich
Blessing of Abadar
MM
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Raz/MauveAvengr:
Spoiler:
Hourglass Card 4 Raz/MauveAvengr
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger[\b]
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
[b]Hourglass Card 5 Mavaro/kuey:
Spoiler:
Hourglass Card 5 Mavaro/kuey
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Adowyn/Zalarian:
Spoiler:
Hourglass Card 6 Adowyn/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 7 Olenjack/ajpopp:
Spoiler:
Hourglass Card 7 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing C
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 8 Athnul/Mhuirich:
Spoiler:
Hourglass Card 8 Athnul/Mhuirich
Sun Falcon
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Hourglass Card 9 Raz/MauveAvengr:
Spoiler:
Hourglass Card 9 Raz/MauveAvengr
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Mavaro/kuey:
Spoiler:
Hourglass Card 10 Mavaro/kuey
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 11 Adowyn/Zalarian:
Spoiler:
Hourglass Card 11 Adowyn/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 12 Olenjack/ajpopp:
Spoiler:
Hourglass Card 12 Olenjack/ajpopp
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger[\b]
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
[b]Hourglass Card 13 Athnul/Mhuirich:
Spoiler:
Hourglass Card 13 Athnul/Mhuirich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger[\b]
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
[b]Hourglass Card 14 Raz/MauveAvengr:
Spoiler:
Hourglass Card 14 Raz/MauveAvengr
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Mavaro/kuey:
Spoiler:
Hourglass Card 15 Mavaro/kuey
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger[\b]
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
[b]Hourglass Card 16 Adowyn/Zalarian:
Spoiler:
Hourglass Card 16 Adowyn/Zalarian
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Olenjack/ajpopp:
Spoiler:
Hourglass Card 17 Olenjack/ajpopp
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Athnul/Mhuirich:
Spoiler:
Hourglass Card 18 Athnul/Mhuirich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 19 Raz/MauveAvengr:
Spoiler:
Hourglass Card 19 Raz/MauveAvengr
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Hourglass Card 20 Mavaro/kuey:
Spoiler:
Hourglass Card 20 Mavaro/kuey
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 21 Adowyn/Zalarian:
Spoiler:
Hourglass Card 21 Adowyn/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 22 Olenjack/ajpopp:
Spoiler:
Hourglass Card 22 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 23 Athnul/Mhuirich:
Spoiler:
Hourglass Card 23 Athnul/Mhuirich
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Raz/MauveAvengr:
Spoiler:
Hourglass Card 24 Raz/MauveAvengr
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 25 Mavaro/kuey:
Spoiler:
Hourglass Card 25 Mavaro/kuey
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 26 Adowyn/Zalarian:
Spoiler:
Hourglass Card 26 Adowyn/Zalarian
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 27 Olenjack/ajpopp:
Spoiler:
Hourglass Card 27 Olenjack/ajpopp
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Hourglass Card 28 Athnul/Mhuirich:
Spoiler:
Hourglass Card 28 Athnul/Mhuirich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 29 Raz/MauveAvengr:
Spoiler:
Hourglass Card 29 Raz/MauveAvengr
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 30 Mavaro/kuey:
Spoiler:
Hourglass Card 30 Mavaro/kuey
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 31 Adowyn/Zalarian:
Spoiler:
Hourglass Card 31 Adowyn/Zalarian
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 32 Olenjack/ajpopp:
Spoiler:
Hourglass Card 32 Olenjack/ajpopp
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 33 Athnul/Mhuirich:
Spoiler:
Hourglass Card 33 Athnul/Mhuirich
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Sandstorm requires everyone to examine their location:
Nyctessa - Windswept Chasm Card 1: Blessing of Ra - Location is shuffled
Raz - Towering Obelisk Card 1: Fiery Glare - Location is shuffled
Athnul - Shifting Dunes Card 1: Inevitable Trap TRIGGER
Athnul encounters and attempts to defeat with wisdom Wisdom Check DC 13:1d10 + 3 ⇒ (9) + 3 = 12No Success Athnul and Adowyn must encounter Blightwing...Athnul evades by revealing blessing and Adowyn evades by recharging Major cure. Inevitable trap is banished
Adowyn - Shifting Dunes Card 2: Sandstorm Roc
Mavaro - Volcanic Vents Card 1: Geniekin TRIGGER
Mavaro must encounter elemental monster - Random Monster #2
Burning Child:
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Status Link Most Recent BR Refresh Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) Notes for Mavaro:Must encounter burning child Random Card(s) Used:Monster 1-2 Additional Info 1:When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams. Additional Info 2:Treat the henchman Fire Spirit as the henchman Sandstorm Roc. When the Lightning Storm would move to a closed location or be banished, display it at a random open location instead. Howling Sands 1-10 remain // Lightning Storm Athnul, Adowyn - Shifting Dunes 2-10 remain // 2=Sandstorm Roc Raz - Towering Obelisk (random 1-10) remain // 1=fiery glare Nyctessa - Windswept Chasm (random 1-10) remain // 1=Blessing of Ra Mavaro - Volcanic Vents 1-10 remain // 1=geniekin Sulfur Pits 1-10 remain Tarworks 1-10 remain
Out of Turn Updates: Heggal hasn't specified where to move to. Defaulting him to move to shrine for now.
Received a blessing of the Elements from Ukuja Turn Order: Ukuja, Varian, Heggal, Aric
Turn - Hour: 4- Blessings Deck Card 2 Varian/Zalarian
Calistria's Sting Hour Rules: May avenge by discarding a card
SOT: None Give Card: None Move: Stay at shrine Explore: Shrine Card 1: The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed. To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Shrine Card 3: Imps and House Drakes
Shrine Card 4: Mob of Undead
Shrine Card 5: Ingratiating Minion
"This shrine appears to be in a state of serious disrepair" Will discard BotG to explore
Arcane Check DC 6:1d12 + 3 ⇒ (9) + 3 = 12Success
Imps and House Drakes:
CotCT
Barrier 0
Traits:
Devil
Dragon
Outsider
Skirmish
To Defeat:
Combat 10
OR Arcane
Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.
Will discard Blessing of the spellbound to explore Explore: Shrine Card 4: Mob of Undead
Mob of Undead:
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Random Undead Story Bane:1d6 ⇒ 1Ancient Skeleton
Will shuffle Radovan to reduce damage from 1 to 0.
Will put Force Missile into recovery and recharge card for urban support Arcane Combat Check DC 11+2+2=15:1d12 + 3 + 2d4 + 1d4 + 1 ⇒ (4) + 3 + (2, 3) + (4) + 1 = 17Success
Heggal and Ukuja need to encounter and defeat Ancient Skeleton
Ancient Skeleton:
Ancient Skeleton
Story Bane Monster 1
Traits
Skeleton
Undead
Check
Combat
11+##
Powers
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
Lirianne actually succeeded getting Mist Horn due to how the Carnival blessing works...1 on d8 becomes 8 so total is 8+2+1=11
Lirianne would need to decide to either display horn, discard horn, or discard a different card since she did not draw one. One possible suggestion is discarding the one shot alchemist fire attack to save the one shot defense..which we could regret if we happen to find a troll :)
Randomly determining which location was incorrectly done giving more weight to last position so rerolling.
Random Roll:1d6 ⇒ 5Shuffled back into itself Since Raz closed it, best way to handle is if a 12 or 13 is rolled then the card she encountered was actually Forbidden Text
Random Roll:1d13 ⇒ 5Not 12 or 13, which means the Forbidden text should be shuffled with other henchman into Alchemical Library when it was closed since one card is just as random as another
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
The ooze strikes his shield and sizzling can be heard "Yowch!" Recharge Heavy Wooden Shield
Give Card: None Move: River -> Alley
Will cast Augury for Monsters and put them on the bottom in the following order:
Starknife (shuffled)
Alley Card 4: Reefclaw
Alley Card 2: Troll
Random Alley card except for 2,3,4:1d7 ⇒ 3Alley Card 6: Helpful Haversack revealing ally
CotCT
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Discard Blessing of Samurai to explore
Random Alley card except for 2,3,4,6:1d6 ⇒ 1Alley Card 1: Starknife revealing ally
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Heggal ends his turn.
Heggal attempts to recover all cards in his Recovery pile. Augury: Divine 8:1d8 + 2 + 1d4 + 1 ⇒ (2) + 2 + (1) + 1 = 6 -> Augury discarded.
Displayed: Deck: 12 Discard: 2 Buried: 0
Hero Points: 2
XP (Tier): 0 (2)
Reroll Used: No
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of the Samurai 2, Portable Ram, Blessing of the Samurai, Lookout, Kikko Armor, Sage, Katana +1, Inflict, Fireblade, Standard Bearer, Banner
Recharged: Heavy Wooden Shield,
Discard Pile: Blessing of the Samurai 3, Augury, Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Light Armors | Heavy Armors | ☐ Weapons POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1) to your check.
"
Status Link Most Recent BR Refresh Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) Notes for Ukuja:Recharge BotGF for Varian Random Card(s) Used:Monster 1 (Heggal) Monster 2(Varian)
Special abilities: Freebooter's Bane, wild empathy, Combat Style Feat: precise shot, Freebooter's Bond
Traits:
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
Regional (forest): Much of your time was in the trees, not climbing them, but jumping from one tree branch to another, through the grace of your race and the amount of branch hopping in your youth, you can classify acrobatics as a Class skill and gain a +1 trait bonus to the skill.
RESTRICTED SCHOOLS: ENCHANTMENT, NECROMANCY
Spell Mastery
You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all. Lightning bolt, Haste, Detect thoughts, Scorching ray, Invisibility
Prerequisite: 1st-level wizard
Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
OWL – FAMILIAR, NATRUAL ARMOR +3, INT 8, SPEACIAL: ALERTNESS, IMP. EVASION, SHARE SPELLS, EMPATHIC LINK, DELIVER TOUCH SPELLS, SPEAK WITH MASTER.
background:
Bane tells of his background to anyone who will buy him a drink. It is a tale to learn from him and one to understand to never believe what others tell you fully. It is a tale of betrayal and the plot always twists when you think it should stay the course. Several individuals have heard him tell it to another, and question which story is true, for the basic frame is the same, though many details are changed. “If you can’t dicepher the truth in my story, then you don’t deserve it!” He remarks to the simple minded who have heard two of the stories and question him on it.
Appearance:
Tall and lean Bane the elf holds his posture straight and true, all 5’9”. His frame is about average for most elves; though you can tell that he is very fit and there is no extra weight on his frame. He appears to be ageless, with not a single grey hair in the pure stark black hair. His unnaturally straight hair is kept in a topknot, though if let out the hair touches the back of his knees. His eyes are a deep blue some would say if you looked into them your own heart could freeze over, they never show emotion in public and it will take quite a bit of time until he lets another be called friend. His untarnished pale skin is spotless.
Gear:
10,500 gp
2 Cure light wounds wands 750+750
23 scrolls 1st level, to have been learned and put into spellbook 25gpx23= 575
15 scrolls 2nd level, to have been learned and put into spellbook 150gpx15=2250
Belt of healing 750gp
Mithril chain shirt +1, 2100gp
Spellbook (2)
+1 Returning adamantine bullet 420 gp
+1 Returning cold iron arrow 367 gp
+1 Returning adamantine arrow 420 gp
+1 Returning silver arrow 367 gp
MW scimitar 300gp
Ranged MW Composite Longbow 700 gp
Headband of Intellect +2 2000gp (not factored in, Makes Intelligence 23)
On person: Headband of Intellect +2(3), 3 potions of cure light (1d8+1), belt pouch (chalk)(1/2), signal whistle, Healer’s kit (1), dagger(1), sling, Mithril Chainshirt (15), cold weather outfit, silver holy symbol, sling, 4 Returnings (1), scimitar (4), warhammer (5), small steel mirror (1/2), coins (1) and an everburning torch (1) Total weight: 52
Backpack (2): Bedroll(5), 5 bells, winter blanket(3), 5 candles, fish hook, 5 fishing line, 5 rations (5), 2 sacks(1), four tindertwigs, a survival Kit (5), collapsible grappling hook (3), silk rope 50 ft.(5), spade (8), bottle of wine(1), 1/2 lb. of soap, fishing kit(3), gear maintenance kit(2), Chronicler’s Kit(4 ½),
Total weight: 63
Chronicler’s Kit: This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration. (4 ½ lbs.)
Fishing kit: This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).(3 lbs.)
Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.)
MW Survival Kit: This kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Freebooter:
Freebooter
A freebooter is a natural leader, a pirate who works well with a variety of people and in a variety of roles. Her specialized combat tactics help organize and direct a crew, and freebooters’ talents are in high demand. Most freebooters work as independent agents. A freebooter signs on with a crew when she feels the urge to travel, and often moves to a new ship when her contract ends.
The freebooter is an archetype of the ranger class.
Freebooter's Bane (Ex)
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
This ability replaces favored enemy.
Freebooter's Bond (Ex)
At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rollswhen flanking with the freebooter or with another ally affected by this ability.
This ability replaces hunter’s bond.
Fast Swimmer (Ex)
Starting at 7th level, a freebooter may swim half her speed as a move action or her normal speed as a full-round action with a successful Swimcheck. The freebooter gains a +2 bonus on Swim checks.
This ability replaces woodland stride.
Enhancement School:
Associated School: Transmutation.
Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school.
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.