Weslen Gavirk

Erasmus B. Orpheus 12789's page

32 posts. Alias of Zalarian.


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Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

Erasmus - CoCT-1D: Kingkiller

Rewards:

Scenario Reward
Rally the supporter Trinia Sabor

Adventure Reward
Each character gains a supporter feat (Amin Jalento)

Tier/XP 1.4->2.0
Will bank hero point
Hero Points (Prior + Gained - Used = Current)
1 + 1 - 1 = 2

Loot rolls
1st choice Blessing 1: 1d1000 ⇒ 191 The Peacock
Will adjust if needed

Deck Upgrades
The Paladin (Blessing 1)
Banished Cards: None
Holes Filled: None
Removed: Orison

Planned Loot for next scenario add The Marriage (CotCT-7A), Infernal Healing (CotCT7), Zellara's Harrow Deck (CotCT-1*)


Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

Reminder of Scenario changes:

During This Adventure:

  • # should be considered to be 2 for Banes and 1 for everything else.
  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
    Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • When the Fugitive is defeated, you may attempt to close the location it came from.
  • After the Fugitive is defeated (and closing attempts have been made), shuffle the Fugitive and a new barrier into a stack, then shuffle the two cards into two different locations, or shuffle them both into the last remaining location.
  • Out of Turn Updates: None
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 16 - The Forge
    Hour Rules: On your check, add 1 for each type of boon played.

    Current Hour:

    SOT: Recharge Boon type Item (Luckstone) to add 1+1 to all checks this round

    Give Card: None
    Move: Stay at #3 Rooftops

    Encounter Rooftops Card 1: Imps and House Drakes or Razor Snare...encounter random one

    Razor Snare:

    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    I swear that Baylock has a chip on his shoulder
    Includes N/C Harrow bonus
    Baylock Disable Check DC 6: 1d8 + 2 + 1d4 + 1 + 1d4 + 2 ⇒ (5) + 2 + (3) + 1 + (3) + 2 = 16 Auto Success; since hour is harrow, recharge the Theater to examine/explore

    encounter Rooftops Card 2: Ill Tidings or Brawl..encounter the first one
    Explore: Rooftops Card 2: Ill Tidings

    Ill Tidings:

    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Explore: Hourglass Card 1 Ahmotep/eddiephlash Gozreh's Growth
    Gozreh's Growth:

    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Where is Veldira when you need her?
    Wisdom Check DC 4+1=5: 1d6 + 2 ⇒ (2) + 2 = 4 Not quite; bury armor to add 1d4 using power
    Random Roll: 1d4 ⇒ 1 Success; discard blessing to explore
    Explore: Rooftops Card 3: Gentleman Explorer
    Gentleman Explorer:

    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Untrained Skill Check DC 5: 1d4 + 2 ⇒ (4) + 2 = 6 Success; hold on to it since can help against barriers

    Location Powers: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    "Obstacles seem more wearisome than usual"

    Erasmus ends his turn

    "

    Erasmus wrote:

    Hand: Spelldagger, Gentleman Explorer, The Real Rabbit Prince, Blessing of the Gods 2, Enhance,

    Displayed: Spirit Relatives (no role card), Infernal Healing,
    Deck: 9 Discard: 5 Buried: 5
    Hero Points: 1
    Respect Points: 5
    Reroll last used: 1D/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)
    Movement: whichever fugitive location that has least number of peope

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Compass, Blessing of the Gods, Sword Cane#Core, The Paladin, Blessing of Sarenrae, Tinker, Leech, Zellara's Harrow Deck
    Recharged: Luckstone,
    Discard Pile: The Real Rabbit Prince Harrow, The Brass Dwarf, Magic Eye, The Theater, Gozreh's Growth,
    Buried Pile: Orison, Codex, The Trumpet, Priest of Abadar, Stalking Armor,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "

    Erasmus attempts to recover all cards in his Recovery pile.

    Erasmus resets his hand.

    [u]Summary[/u]
    Current Location: #3
    Acquired: Gozreh's Growth,
    Rooftops Card 3: Gentleman Explorer

    Banished: Rooftops Card 1: Imps and House Drakes
    Rooftops Card 2: Ill Tidings

    Examined: None
    Random Card(s) Used: 2 barriers
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Hourglass is off by one (acquired next hourglass)


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Near end of Ahmotep's turn will send magic eye to recovery

    Rooftops Card 1: Locked Door
    Rooftops Card 2: Priest of Asmodeus
    Rooftops Card 3: Fugitive

    Erasmus attempts to recover all cards in His Recovery pile.
    Magic Eye: Arcane 9: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 -> Magic Eye discarded.


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

  • # should be considered to be 2 for Banes and 1 for everything else.
  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
    Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • When the Fugitive is defeated, you may attempt to close the location it came from.
  • After the Fugitive is defeated (and closing attempts have been made), shuffle the Fugitive and a new barrier into a stack, then shuffle the two cards into two different locations, or shuffle them both into the last remaining location.
  • Out of Turn Updates: Bury The Trumpet during Grazzle's turn
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 11 - Hourglass Card 1 Erasmus/Zalarian Prayer
    Hour Rules: None

    SOT: Recharge Boon type Ally (The Real Rabbit Prince) to add Y+1 to all checks this round

    Give Card: None
    Move: Rooftops#2 -> Rooftops#4
    Location Powers: None
    "Obstacles seem more wearisome than usual"

    Explore: Rooftops Card 1: Will-o'-wisp

    Will-o'-wisp:

    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

    Baylock sure bugs me a lot
    Dexterity Check DC 13: 1d8 + 1d4 + 1 + 1d4 + 1 + 2 ⇒ (5) + (3) + 1 + (2) + 1 + 2 = 14 Success hand size is 5 and 13 cards are in my deck so all good; Thargrap gains the monster

    Will discard The Brass Dwarf to explore
    Choice is either Rooftops Card 2: Fugitive or Haunt..choose fugitive
    Explore: Rooftops Card 2: Fugitive

    spoiler:
    Rooftops Card 2:
    Fugitive
    CotCT
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.

    Includes N/C Harrow bonus
    Where is Veldira when you need her?
    Perception WIS Check DC 4: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 auto Success
    Dexterity Check DC 6: 1d8 + 1d4 + 1 + 1d4 + 2 ⇒ (4) + (4) + 1 + (2) + 2 = 13 auto Success; attempt to close choosing either ambush or Wounded Warrior..choose Ambush

    Ambush:

    Barrier
    Traits: Skirmish Veteran Trigger
    To Defeat: Wisdom Perception Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it.

    Now where did Baylock go?
    Includes N/C Harrow bonus
    Stealth Dex Check DC 8+2=10: 1d8 + 2 + 1d4 + 1 + 1d4 + 2 ⇒ (5) + 2 + (3) + 1 + (2) + 2 = 15 Success

    A random barrier and The fugitive gets shuffled between Location #2 and Location #5. Will move to Location #2...Kess and Thargrap need to move as well.

    Erasmus ends his turn burying Priest of Abadar to heal 1
    Erasmus is healed for 1: (Blessing of the Gods). Deck shuffled.

    Erasmus attempts to recover all cards in his Recovery pile.

    Erasmus resets his hand.

    "

    Erasmus wrote:

    Hand: Spelldagger, The Theater, Magic Eye, Luckstone, Stalking Armor,

    Displayed: Spirit Relatives (no role card), Infernal Healing,
    Deck: 11 Discard: 2 Buried: 4
    Hero Points: 1
    Respect Points: 5
    Reroll last used: 1D/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)
    Movement: whichever fugitive location that has least number of peope

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zellara's Harrow Deck, Compass, The Paladin, Enhance, Tinker, Sword Cane#Core, The Real Rabbit Prince, Blessing of Sarenrae, Leech, Blessing of the Gods 2, Blessing of the Gods
    Recharged:
    Discard Pile: The Real Rabbit Prince Harrow, The Brass Dwarf,
    Buried Pile: Orison, Codex, The Trumpet, Priest of Abadar,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "

    [u]Summary[/u]
    Current Location: Rooftops #2
    Acquired: None
    Banished: cards at Rooftop #4 except fugitive
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Thargrap gains Will o wisp


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

  • # should be considered to be 2 for Banes and 1 for everything else.
  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
    Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • When the Fugitive is defeated, you may attempt to close the location it came from.
  • After the Fugitive is defeated (and closing attempts have been made), shuffle the Fugitive and a new barrier into a stack, then shuffle the two cards into two different locations, or shuffle them both into the last remaining location.
  • Where should I look for fugitive?: 1d2 ⇒ 2 Rooftops #6

    Out of Turn Updates: None
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 6 - Hourglass Card 2 Erasmus/Zalarian The Trumpet
    Hour Rules: Ignore cards' before acting powers.

    SOT: Recharge Boon type Item (Compass) to add Y+1 to all checks this round

    Give Card: None
    Move: Rooftops #2 -> Rooftops #6

    Location Powers: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    "Obstacles seem more wearisome than usual"
    Rooftops Card 2: Wounded Wanderer or Dissident Guard--choose Guard

    Dissident Guard:

    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Charisma Check DC 6: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8 Success; draw ally and discard to explore

    Tinker:

    Core
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy
    Disable 6
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

    Explore: Rooftops Card 3: Fugitive
    Fugitive:

    CotCT
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.

    Huh...seems I don't need Veldira...
    Perception WIS Check DC XX: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10 Auto Success Trumpet allows to ignore
    Baylock sure bugs me a lot
    Includes N/C Harrow bonus
    Dexterity Check DC 6: 1d8 + 1d4 + 1 + 1d4 + 2 ⇒ (6) + (3) + 1 + (3) + 2 = 15 Auto Success..Attempt to close location - Foes On All Sides or Mad Prophet..No contest on which one to encounter

    Mad Prophet:

    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Veteran
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Perception WIS Check DC 4+2+1=7: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Success; I draw The Trumpet to hand

    The Trumpet:

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.

    Where is Fugitive?(Rooftops #2,#3,#4,5): 1d4 ⇒ 31d3 ⇒ 1 Fugitive is either at Rooftops #2 or #4
    Erasmus will move to Rooftops #2; Thargrap and Ahmotep need to move as well

    Erasmus ends his turn burying codex to heal 1
    Erasmus is healed for 1: (Tinker). Deck shuffled.

    Erasmus attempts to recover all cards in his Recovery pile.

    Erasmus resets his hand.

    "

    Erasmus wrote:

    Hand: The Trumpet, The Theater, The Brass Dwarf, Spelldagger, The Real Rabbit Prince,

    Displayed: Spirit Relatives (no role card), Infernal Healing,
    Deck: 12 Discard: 3 Buried: 2
    Hero Points: 1
    Respect Points: 5
    Reroll last used: 1D/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Compass, Tinker, The Paladin, Blessing of Sarenrae, Stalking Armor, Blessing of the Gods 2, Zellara's Harrow Deck, Sword Cane#Core, Enhance, Luckstone, Magic Eye, Leech
    Recharged:
    Discard Pile: Blessing of the Gods, The Real Rabbit Prince Harrow, Priest of Abadar,
    Buried Pile: Orison, Codex,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "

    [u]Summary[/u]
    Current Location: Rooftops #2
    Acquired: Tinker, The Trumpet
    Banished: Rooftops #6; all but Fugitive (location closed)
    Examined: None
    Random Card(s) Used: Barrier 2; Ally 1
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Thargrap and Ahmotep need to move; Fugitive is either at #2 or #4


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

  • # should be considered to be 2 for Banes and 1 for everything else.
  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
    Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • When the Fugitive is defeated, you may attempt to close the location it came from.
  • After the Fugitive is defeated (and closing attempts have been made), shuffle the Fugitive and a new barrier into a stack, then shuffle the two cards into two different locations, or shuffle them both into the last remaining location.
  • Out of Turn Updates: None
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 1 - The Theater
    Hour Rules: At the start of your turn, examine the top card of your location; you may encounter it.

    SOT: Recharge Boon type Item (Compass and Luckstone) to add Y+1 to all checks this round..will then encounter card
    Encounter: Tenement Card 1: Mad Prophet

    Mad Prophet:

    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Veteran
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Where is Veldira when you need her?
    Perception WIS Check DC 4+2+1=7: 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12 Auto Success; I draw the Theater to hand

    The Theater:

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Give Card: None
    Move: Stay at Tenement
    Location Powers: On your check to acquire an ally, you may bury a boon to add 1d8.
    "Obstacles seem more wearisome than usual"

    Free Explore: Tenement Card 2: Door Spike

    Door Spike:

    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Perception WIS Check DC 8: 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7 Not quite
    Perception WIS Check DC 8 PAIZO REROLL: 1d6 + 3 + 3 ⇒ (3) + 3 + 3 = 9 Success

    Will discard Orison to explore
    Explore: Tenement Card 3: Traitor

    Traitor:

    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.

    No allies in hand
    Baylock sure bugs me a lot
    Dexterity Check DC 9+4=13: 1d8 + 1d4 + 1 + 1d4 + 1 + 3 ⇒ (6) + (3) + 1 + (2) + 1 + 3 = 16 Success; discard blessing of the gods to explore again
    Explore: Tenement Card 4: Codex
    Codex:

    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Where is Balsamo when you need him?
    Intelligence Check DC 5: 1d8 + 3 ⇒ (8) + 3 = 11 Success;Discard The Real Rabbit Prince to explore again;draw a card (Infernal healing)
    Random Roll: 1d5 ⇒ 1 discarded into my discard pile
    Explore: Tenement Card 5: Priest of Abadar
    Priest of Abadar:

    CotCT
    Ally 1
    Traits:
    Cleric
    Halfling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Bury A Boon 0
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Charisma Check DC 6: 1d8 + 1 + 3 + 1 ⇒ (1) + 1 + 3 + 1 = 6 auto Success; display infernal healing and then discard priest to explore

    Explore: Tenement Card 6: The Brass Dwarf

    The Brass Dwarf:

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.

    Constitution Check DC 4+1=5 with Codex: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7 auto Success; discard to explore
    Explore: Tenement Card 7: Burning Tar
    Burning Tar:

    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    discard Codex for fire damage
    I swear that Baylock has a chip on his shoulder
    Includes N/C Harrow bonus
    Baylock Disable Check DC 6+2=8: 1d8 + 2 + 1d4 + 1 + 1d4 + 3 ⇒ (3) + 2 + (4) + 1 + (2) + 3 = 15 auto Success

    Erasmus ends his turn burying Orison to heal 1
    Erasmus is healed for 1: (The Brass Dwarf). Deck shuffled.

    Erasmus attempts to recover all cards in his Recovery pile.

    Erasmus resets his hand.

    "

    Erasmus wrote:

    Hand: Compass, The Theater, The Brass Dwarf, Spelldagger, The Real Rabbit Prince,

    Displayed: Spirit Relatives (no role card), Infernal Healing,
    Deck: 10 Discard: 4 Buried: 1
    Hero Points: 1
    Respect Points: 5
    Reroll last used: 1D/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stalking Armor, Magic Eye, Enhance, Luckstone, Blessing of Sarenrae, Zellara's Harrow Deck, Leech, The Paladin, Blessing of the Gods 2, Sword Cane#Core
    Recharged:
    Discard Pile: Blessing of the Gods, The Real Rabbit Prince Harrow, Priest of Abadar, Codex,
    Buried Pile: Orison,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "

    [u]Summary[/u]
    Current Location: Tenement
    Acquired: The Theater, Codex, Priest of Abadar, The Brass Dwarf
    Banished: Mad Prophet, door Spike, Traitor, Burning Tar
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Thargrap gets Traitor; everyone takes 1 fire damage


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CoCT-1D: Kingkiller

    Starting Location Tenement

    Loot
    CotCT-7A will put BotG3 into box and add The Paladin into my deck
    CotCT-6: Will put Force Missile into box and put Infernal Healing into my deck
    Will put Planchette into box and put Zellara's Harrow Deck into my deck
    Starting Hand - Favored Card Any (Choose Weapon)
    Deck Upgrades
    The Peacock (Blessing 1)
    Banished Cards: None
    Holes Filled: None
    Removed: Blessing of the Gods 3

    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    ADVENTURE Path REWARD:

    (from 12789-1012)
    When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour

    Dragon's Demand Adventure Path Reward:
    DRAGON'S DEMAND ADVENTURE PATH REWARD (from Quinn 12789-1013):
    When any of your characters starts a scenario using the Core Set, you may replace 1 card from your deck with one of the following cards from the vault: the weapon Dagger, the spell Soothing Word, the armor Chain Mail, the item Balmberry, the ally Guide, or the blessingCIncitation. (Only 1 character at each table may choose each card.) That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.

    "

    Erasmus wrote:

    Hand: Orison, Compass, Blessing of the Gods, Spelldagger, Luckstone, The Real Rabbit Prince 2,

    Displayed: Spirit Relatives (no role card),
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 1
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stalking Armor, Blessing of the Gods 2, Zellara's Harrow Deck, Infernal Healing, Leech, Magic Eye, Sword Cane#Core, Blessing of Sarenrae, Enhance, The Paladin, The Real Rabbit Prince
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CoCT-1C: THE DEAD WARRENS

    Rewards:

    Scenario Reward
    Rally the supporter Thousand Bones

    Adventure Reward
    N/A

    Tier/XP 1.3->1.4
    Will bank hero point
    Hero Points (Prior + Gained - Used = Current)
    0 + 1 - 1 = 1

    Loot rolls
    1st choice Blessing 1: 1d1000 ⇒ 679 The Peacock
    Will adjust if needed

    Deck Upgrades
    The Peacock (Blessing 1)
    Banished Cards: None
    Holes Filled: None
    Removed: Blessing of the Gods 3

    Planned Loot for next scenario add The Marriage (CotCT-7A), Infernal Healing (CotCT7), Zellara's Harrow Deck (CotCT-1*)


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
  • Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario. You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.
  • Wildcard: Confusing. After your reset, shuffle a random card into your deck.
  • Wildcard: Monstrous. When building the location, add 6 monsters, distributed as evenly as possible.
  • Out of Turn Updates: Healed for 1 by Grazzle; Blessing of Serenrae used for Oubliette close
    Erasmus is healed for 1: (Blessing of the Gods). Deck shuffled.
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 17 - Hourglass Card 1 Erasmus/Zalarian Prayer
    Hour Rules: None

    SOT: Recharge Boon type Item (Cape of Escape) to add 1+1 to all checks this round

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Stay at Dungeons; Bury card (RRP 2) from discards due to harrow

    Ahmotep displays Unerring Weapon next to Erasmus

    Location Powers: The difficulty of combat checks is increased by 2.
    "Obstacles seem more wearisome than usual"
    Explore: Dungeons Card 1: Vreeg

    Vreeg:

    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Dwarf
    Wizard
    To Defeat:
    Constitution
    Wisdom
    Fortitude 6
    THEN Combat 12
    Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or bury a random card.
    If undefeated, suffer the scourges Dazed and Drained.

    Where is Veldira when you need her?
    Wisdom Check DC 4: 1d6 + 2 ⇒ (3) + 2 = 5 Success

    Will have Ahmotep do Fortitude check using Fire Snake
    Arcane Fortitude INT Check DC 6: 1d10 + 3 ⇒ (3) + 3 = 6 Success

    For the combat check, Will use Spelldagger, freely recharging starknife to add d4, Thargrap using force missile for 2d4 and banish a monster to add 1d6, Unerring weapon adds d4. Kess recharges Horn of Battle clarity to add d4 and finally Grazzle blesses with Incitation.

    Baylock sure bugs me a lot
    Dexterity Check DC 12+2=14: 1d8 + 1d4 + 1 + 2 + 1d4 + 1 + 1d4 + 2d4 + 1d6 + 1d4 + 1d4 + 1d8 ⇒ (8) + (4) + 1 + 2 + (4) + 1 + (4) + (1, 2) + (1) + (4) + (1) + (8) = 41 Success

    "And that is that!"


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
  • Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario. You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.
  • Wildcard: Confusing. After your reset, shuffle a random card into your deck.
  • Wildcard: Monstrous. When building the location, add 6 monsters, distributed as evenly as possible.
  • Out of Turn Updates: None
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 12 - Orison
    Hour Rules: None

    SOT: Recharge Boon type Weapon (Returning Throwing Axe and SpellDagger) to add 2+1 to all checks this round

    Will bury Cressida to draw a new weapon

    Starknife:

    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

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Oubliette-> Dungeons

    Location Powers: The difficulty of combat checks is increased by 2
    "Obstacles seem more wearisome than usual"
    Explore: Dungeons Card 1: Zombie

    Zombie:

    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Will ask Thargrap to banish a monster to add d6
    Baylock sure bugs me a lot
    Starknife Dexterity Check DC 9+4=13+2=15: 1d8 + 1d4 + 1 + 1d4 + 3 + 1d6 ⇒ (4) + (2) + 1 + (2) + 3 + (4) = 16 Success; thargrap displays zombie

    Will discard Blessing of the Gods to explore
    Explore: Dungeons Card 2: Perplexing Text

    Perplexing Text:

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

    Where is Balsamo when you need him?
    Will discard the Paladin to bless check adding charisma to it

    Intelligence Check DC 7+2=9: 1d8 + 3 + 1d8 + 1d8 + 1 ⇒ (4) + 3 + (7) + (3) + 1 = 18 Success; will choose spell (Revitalize); since harrow will draw a card(compass) and give Revitalize to Grazzle

    Revitalize:

    Core
    Spell 0
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 6
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Will discard compass to explore
    Explore: Dungeons Card 3: Cape of Escape

    Cape of Escape:

    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Baylock sure bugs me a lot
    Includes N/C Harrow bonus
    Dexterity Check DC 8: 1d8 + 1d4 + 1 + 1d4 + 3 ⇒ (3) + (1) + 1 + (1) + 3 = 9 Success

    Erasmus ends his turn burying Compass to heal 1
    Erasmus is healed for 1: (Enhance). Deck shuffled.

    Erasmus attempts to recover all cards in his Recovery pile.

    Erasmus resets his hand and shuffles a random card (sword cane).

    "

    Erasmus wrote:

    Hand: Starknife, Cape of Escape, Spelldagger, Blessing of Sarenrae,

    Displayed: Spirit Relatives (no role card), Infernal Healing,
    Deck: 11 Discard: 4 Buried: 5
    Hero Points: 0
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sword Cane#Core, Light Shield, Zellara's Harrow Deck, Enhance, Stalking Armor, Snakebite Dagger, Luckstone, Blessing of the Gods 2, Returning Throwing Axe, Leech, Orison
    Recharged:
    Discard Pile: The Cricket, The Real Rabbit Prince 2, Blessing of the Gods, The Paladin,
    Buried Pile: Clockwork Servant, The Real Rabbit Prince, Magic Eye, Cressida Kroft, Compass,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "

    [u]Summary[/u]
    Current Location: dungeons
    Acquired: Dungeons Card 3: Cape of Escape
    Banished: Dungeons Card 2: Perplexing Text
    Examined: None
    Random Card(s) Used: None
    Displayed: Dungeons Card 1: Zombie
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Thargrap banished something for monster and gained zombie; Grazzle given revitalize


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Forgot confusing from my turn (BotG2)...
    Will also go ahead and bot Thargraps Fort for guard check

    Thargrap Fort DC 4+1=5: 1d8 + 2 ⇒ (7) + 2 = 9 OUbliette is guarded

    "

    Erasmus wrote:

    Hand: Returning Throwing Axe, The Paladin, Spelldagger, Blessing of the Gods,

    Displayed: Spirit Relatives (no role card), Cressida Kroft, Infernal Healing,
    Deck: 11 Discard: 3 Buried: 3
    Hero Points: 0
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Snakebite Dagger, Light Shield, Orison, Zellara's Harrow Deck, Sword Cane#Core, Compass, Luckstone, Blessing of the Gods 2, Blessing of Sarenrae, Leech, Stalking Armor
    Recharged:
    Discard Pile: The Cricket, The Real Rabbit Prince 2, Enhance,
    Buried Pile: Clockwork Servant, The Real Rabbit Prince, Magic Eye,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
  • Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario. You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.
  • Wildcard: Confusing. After your reset, shuffle a random card into your deck.
  • Wildcard: Monstrous. When building the location, add 6 monsters, distributed as evenly as possible.
  • Out of Turn Updates: 1 combat damage from troll on Ahmotep's turn- recharge stalking armor to reduce to 0
    RRP discarded into Discard pile on Thargrap's turn
    1 combat damage from Cabbagehead - discard Enhance
    Moved to Ruin on Grazzle's turn

    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 7 - Hourglass Card 1 Erasmus/Zalarian Desna's Freedom
    Hour Rules: On each check, the first blessing played to bless may be played freely.

    SOT: Recharge Boon type Spell(none) to add 0+1 to all checks this round

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Ruins -> Oubliette

    Location Powers: Damage you suffer is increased by 1.
    "Obstacles seem more wearisome than usual"
    Explore: Oubliette Card 1: Spider Swarm

    Spider Swarm:

    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Baylock sure bugs me a lot
    Includes Baylock and +1 from SOT and ask Thargrap to add a d6
    Returning Throwing Axe Dexterity Combat Check DC 10/14: 1d8 + 1d4 + 1 + 1d6 + 1 + 1 + 1d6 ⇒ (3) + (2) + 1 + (2) + 1 + 1 + (2) = 12 Kind of..will use power to bury The Real Rabbit Prince to add 1d4
    Random Roll: 1d4 ⇒ 2 success; spider swarm is devoured by Thargrap's deity

    Erasmus ends his turn burying Magic Eye to heal 1
    Erasmus is healed for 1: (Blessing of the Gods 2). Deck shuffled.
    Erasmus attempts to recover all cards in his Recovery pile.

    Erasmus resets his hand.

    "

    Erasmus wrote:

    Hand: Returning Throwing Axe, The Paladin, Blessing of the Gods 2, Spelldagger, Blessing of the Gods,

    Displayed: Spirit Relatives (no role card), Cressida Kroft, Infernal Healing,
    Deck: 10 Discard: 3 Buried: 3
    Hero Points: 0
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sword Cane#Core, Stalking Armor, Light Shield, Luckstone, Orison, Leech, Snakebite Dagger, Zellara's Harrow Deck, Blessing of Sarenrae, Compass
    Recharged:
    Discard Pile: The Cricket, The Real Rabbit Prince 2, Enhance,
    Buried Pile: Clockwork Servant, The Real Rabbit Prince, Magic Eye,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "

    [u]Summary[/u]
    Current Location: Oubliette
    Acquired: None
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: Spoder Swarm next to Thargrap
    Other Player(s) Resources Used: d6 from Thargrap's power
    Actions needed by other Player(s): Thargrap gains spider swarm


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
  • Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario. You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.
  • Wildcard: Confusing. After your reset, shuffle a random card into your deck.
  • Wildcard: Monstrous. When building the location, add 6 monsters, distributed as evenly as possible.
  • Out of Turn Updates: None
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 2 - Abadar's Law
    Hour Rules: On your check to close or to guard, add 1d4.

    SOT: Recharge Boon type Item (Compass) to add Y+1=2 to all checks this round

    On your check to close or to guard, add 1d4.

    Will send Magic Eye to Recovery
    Pits Card 1: Clockwork Servant
    Pits Card 2: Light Shield
    Pits Card 3: Henchman Proxy A3 - Derro

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Pits -> Ossuary

    Location Powers: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    "Obstacles seem more wearisome than usual"
    Explore: Ossuary Card 1: Snakebite Dagger

    Snakebite Dagger:

    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 7
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Now where did Baylock go?
    Includes N/C Harrow bonus
    Stealth Dex Check DC 7: 1d8 + 2 + 1d4 + 1 + 1d4 + 2 ⇒ (4) + 2 + (2) + 1 + (4) + 2 = 15 Auto Success

    Will discard Cricket, draw a card (Enhance), move to pits and explore
    Explore: Pits Card 1: Clockwork Servant

    Clockwork Servant:

    Core
    Ally 1
    Traits:
    Construct
    To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Where is Balsamo when you need him?
    Intelligence Check DC 6: 1d8 + 2 ⇒ (8) + 2 = 10 Success; will bury to explore
    Explore: Pits Card 2: Light Shield
    Light Shield:

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

    Constitution Check DC 3: 1d6 + 2 ⇒ (3) + 2 = 5 Auto Success; Will discard Blessing of the Gods to explore

    Derro (Closing Henchman - Proxy A):

    Story Bane
    Type: Monster
    Traits: Dwarf Rogue
    To Defeat: Combat 10
    Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or discard a random card. If undefeated, suffer the scourge Dazed.

    Constitution Check DC 4: 1d6 + 2 ⇒ (3) + 2 = 5 Success

    Will reveal snakebite dagger to use stealth +1d4+1 and freely recharge to add 1d4

    "Baylock from the Graaaave!"
    Stealth Dex Check DC 10: 1d8 + 2 + 1d4 + 1 + 1d4 + 2 ⇒ (4) + 2 + (4) + 1 + (1) + 2 = 14 Success; will close by drawing 2 cards and recharging hand and then shuffling my deck..Proxy B is displayed from location
    Ahmotep and Erasmus must move...Erasmus will move to Graveyard
    "To the Graaaave!"

    Erasmus ends his turn

    Erasmus attempts to recover all cards in his Recovery pile.
    Magic Eye: Perception 9: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7 -> Magic Eye discarded.

    Erasmus resets his hand recharging random card (Orison).

    Erasmus wrote:

    Hand: Enhance, The Real Rabbit Prince, Stalking Armor, The Paladin,

    Displayed: Spirit Relatives (no role card), Cressida Kroft, Infernal Healing,
    Deck: 12 Discard: 3 Buried: 1
    Hero Points: 0
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded: The Real Rabbit Prince,
    Middle of Deck (Unknown Order): Leech, Orison, Sword Cane#Core, Blessing of Sarenrae, Spelldagger, Light Shield, Zellara's Harrow Deck, Blessing of the Gods, Luckstone, Compass, Snakebite Dagger
    Recharged:
    Discard Pile: The Cricket, Blessing of the Gods 2, Magic Eye,
    Buried Pile: Clockwork Servant,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom

    On Ahomtep's turn, will bury Cressida to draw weapon.

    Returning Throwing Axe:

    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    [u]Summary[/u]
    Current Location: Graveyard
    Acquired: Ossuary Card 1: Snakebite Dagger
    Pits Card 1: Clockwork Servant
    Pits Card 2: Light Shield
    Random: Returning Throwing Axe

    Banished: All other Cards at Pits (Location closed)
    Examined: None
    Random Card(s) Used: weapon 1: Returning Throwing Axe
    Displayed: Pits Card 11: Henchman Proxy B3
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Ahmotep must move from close


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CoCT-1C: THE DEAD WARRENS

    Starting Location Pits
    Loot
    CotCT-7A will put BotG3 into box and add The Paladin into my deck
    CotCT-6: Will put Force Missile into box and put Infernal Healing into my deck
    Will put Planchette into box and put Zellara's Harrow Deck into my deck
    Starting Hand - Favored Card Any (Choose Weapon)

    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    If able to do so and nobody else wants, will draw/display Cressida and draw a card.

    "

    Erasmus wrote:

    Hand: Compass, Infernal Healing, The Paladin, Sword Cane#Core, Magic Eye, The Cricket, Blessing of the Gods 2,

    Displayed: Spirit Relatives (no role card),
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Real Rabbit Prince, Luckstone, Blessing of Sarenrae, Leech, Enhance, Blessing of the Gods, Orison, Spelldagger, Stalking Armor, Zellara's Harrow Deck
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CoCT-1B: THE AMBASSADOR'S SECRET

    Con Boon Roll: 1d20 ⇒ 12 Not Today

    Rewards:

    Scenario Reward
    Rally the supporter Vencarlo Orisini
    Adventure Reward
    N/A

    Tier/XP 1.2->1.3
    Will spend hero point for skill feat (Cha)
    Hero Points (Prior + Gained - Used = Current)
    0 + 1 - 1 = 1

    Loot rolls
    1st choice Weapon 1: 1d1000 ⇒ 118 Sword Cane

    Will adjust if needed
    Deck Upgrades
    Sword Cane (Weapon 1)
    Banished Cards: None
    Holes Filled: None
    Removed: Light Crossbow

    Planned Loot for next scenario add The Marriage (CotCT-7A), Infernal Healing (CotCT7), Zellara's Harrow Deck (CotCT-1*)


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Turn needs to be redone

    Reminder of Scenario changes:

    During This Adventure:

  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
  • Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • Wildcard: Toxic. At the end of your turn, suffer 1d4-2 Poison damage.
  • At the end of your turn, you may examine the top card of your location, then if you didn't encounter it, put that card on top of a random location.
    When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.
  • Out of Turn Updates: Healed for 5 by Grazzle
    Erasmus is healed for 5: (Helm, Enhance, Blessing of the Gods 2, Stalking Armor, Compass). Deck shuffled.
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 13 - The Rakshasa
    Hour Rules: On your Charisma check, you may use your Intelligence die instead of the normal die.

    SOT: Recharge Boon type Item (Luckstone) to add Y+1 to all checks this round

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Dock -> River

    Location Powers: On your check, you may discard a card to reroll a die.
    "Obstazcles seem more wearisome than usual"
    Explore: River Card 1: Acid-spraying Skull

    Acid-spraying Skull:

    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Baylock sure bugs me a lot
    Includes N/C Harrow bonus
    Dexterity Check DC 4: 1d8 + 1d4 + 1 + 1d4 + 2 ⇒ (4) + (2) + 1 + (2) + 2 = 11 Auto Success
    Looks at the defunct skull mumbles something about the great beyond and stores somewhere in his robe

    Will send Magic Eye to recovery
    River Card 2: Helpful Haversack
    River Card 3: The Beating
    River Card 4: Noxious Bomb

    Will discard orison to explore
    Explore: River Card 2: Helpful Haversack

    Helpful Haversack:

    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.

    Baylock be nimble Baylock be quick
    Includes N/C Harrow bonus
    Dexterity Check DC 6: 1d8 + 1d4 + 1 + 1d4 + 2 ⇒ (3) + (1) + 1 + (4) + 2 = 11 Auto Success

    Erasmus ends his turn

    Erasmus attempts to recover all cards in his Recovery pile.
    Magic Eye: Arcane 9: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10 -> Magic Eye recharged .

    Erasmus resets his hand.

    "

    Erasmus wrote:

    Hand: Light Crossbow, Helpful Haversack, The Marriage, Blessing of the Gods, Enhance,

    Displayed: Spirit Relatives (no role card),
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 0
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sarenrae, The Peacock, Helm, Leech, Infernal Healing, Blessing of the Gods 2, Stalking Armor, Compass, The Real Rabbit Prince
    Recharged: Luckstone, Magic Eye,
    Discard Pile: Zellara's Harrow Deck, Spelldagger, Orison,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "

    [u]Summary[/u]
    Current Location: River
    Acquired: River Card 2: Helpful Haversack
    Banished: River Card 1: Acid-spraying Skull
    Examined: River Card 3: The Beating
    River Card 4: Noxious Bomb

    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
  • Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • Wildcard: Toxic. At the end of your turn, suffer 1d4-2 Poison damage.
  • At the end of your turn, you may examine the top card of your location, then if you didn't encounter it, put that card on top of a random location.
    When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.
  • Out of Turn Updates: None
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 13 - Hourglass Card 2 Erasmus/Zalarian
    The Rakshasa

    Hour Rules: On your Charisma check, you may use your Intelligence die instead of the normal die.

    SOT: Recharge Boon type Item (luckstone) to add Y+1 to all checks this round

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Docks -> Den of Iniquity

    Will sent Magic Eye to recovery.
    Random Roll: 1d3 ⇒ 11d2 ⇒ 1 Order remains same..which means...
    Den Of Iniquity Card 1: Henchman Proxy B6 Triggers

    Evidence (Non-Closing Henchman - Proxy B, Story Objective):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.


    Perception WIS Check DC 10+1=11: 1d6 + 3 + 1d8 + 2 ⇒ (2) + 3 + (4) + 2 = 11 Success; barrier is displayed

    Location Powers: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    "Obstacles seem more wearisome than usual"

    Free Explore: Den Of Iniquity Card 2: Hide Armor

    Hide Armor:

    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Constitution Check DC 3: 1d6 + 0 ⇒ (3) + 0 = 3 Auto Success

    Will discard orison to explore
    Explore: Den Of Iniquity Card 3: Gem of Physical Prowess

    Gem of Physical Prowess:

    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Will discard Marriage to bless and add Thargrap's Dex
    Dexterity Check DC 11: 1d8 + 2 + 1d8 + 1d6 + 1d4 + 1 ⇒ (2) + 2 + (6) + (5) + (2) + 1 = 18 Success

    Will close by burying random boon and becoming drained. - Gem is buried..I don't have ally or blessing to banish
    Den of Iniquity is closed
    Erasmus will move to Docks and for now send Thargrap to Boat (but he can change)
    will then display hide armor

    Erasmus ends his turn
    EOT Damage: 1d4 - 2 ⇒ (1) - 2 = -1 No damage

    Erasmus attempts to recover all cards in his Recovery pile.
    Magic Eye: Perception 9: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4 -> Magic Eye discarded.

    Erasmus resets his hand.

    "

    Erasmus wrote:

    Hand: Light Crossbow, Infernal Healing, Blessing of the Gods, Blessing of Sarenrae, The Peacock,

    Displayed: Spirit Relatives (no role card), Hide Armor,
    Deck: 3 Discard: 10 Buried: 1
    Hero Points: 0
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD // Erasmus has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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


    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: The Real Rabbit Prince, Leech, Luckstone,
    Discard Pile: Enhance, Zellara's Harrow Deck, Spelldagger, Compass, Blessing of the Gods 2, Helm, Stalking Armor, Orison, The Marriage, Magic Eye,
    Buried Pile: Gem of Physical Prowess,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "

    [u]Summary[/u]
    Current Location: Docks
    Acquired: Hide Armor, Gem of Physical Prowess
    Banished: Den of Iniquity
    Examined: None
    Random Card(s) Used: None
    Displayed: Evidence from Den
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Thargrap moves to Boat or somewhere else


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
  • Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • Wildcard: Toxic. At the end of your turn, suffer 1d4-2 Poison damage.
  • At the end of your turn, you may examine the top card of your location, then if you didn't encounter it, put that card on top of a random location.
    When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.
  • Out of Turn Updates: None
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 8 - Hourglass Card 1 Erasmus/Zalarian The Foreign Trader
    Hour Rules: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    SOT: Recharge Boon type Spell (None) to add Y+1 to all checks this round

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Boats -> Docks

    Location Powers: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    "Obstacles seem more wearisome than usual"
    Explore: Docks Card 1 (Helm)

    Helm:

    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

    Constitution Check DC 4: 1d6 + 1 ⇒ (5) + 1 = 6 Success;will discard compass to explore
    Explore: Docks Card 2: Boggart
    Boggart:

    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Perception WIS Check DC 4: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Auto Success

    Dexterity Check DC 10: 2d8 + 1d4 + 1 + 1 ⇒ (6, 8) + (3) + 1 + 1 = 19 Success;will discard botg to explore
    Explore: Docks Card 3: Holy Symbol

    Holy Symbol:

    CotCT
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 4
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Wisdom Check DC 4: 1d6 + 1 ⇒ (1) + 1 = 2 No Success

    Erasmus ends his turn; will examine card at location - Docks Card 4: Glorious Warhammer randomly reloaded
    Random location: 1d5 ⇒ 4 Reloaded same location (Docks)
    Toxic damage: 1d4 - 2 ⇒ (4) - 2 = 2 discard helm and stalking armor for poison damage

    Erasmus resets his hand.

    "

    Erasmus wrote:

    Hand: Magic Eye, Luckstone, Orison, The Marriage, Light Crossbow,

    Displayed: Spirit Relatives (no role card),
    Deck: 6 Discard: 7 Buried: 0
    Hero Points: 0
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sarenrae, Blessing of the Gods, Infernal Healing
    Recharged: The Peacock, The Real Rabbit Prince, Leech,
    Discard Pile: Enhance, Zellara's Harrow Deck, Spelldagger, Compass, Blessing of the Gods 2, Helm, Stalking Armor,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis
    Minor Spirit Relatives: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
    BALSAMO - Intelligence, Arcane: Charisma, Knowledge: Intelligence
    BAYLOCK - Dexterity, Stealth: Dexterity, Disable: Dexterity
    NISSA - Strength, Melee: Strength, Fortitude: Constitution
    VELDIRA - Wisdom, Divine: Wisdom, Perception: Wisdom


    "

    [u]Summary[/u]
    Current Location: Docks
    Acquired: Docks Card 1 (Helm)
    Banished: Docks Card 2: Boggart
    Docks Card 3: Holy Symbol

    Examined: Docks Card 4: Glorious Warhammer
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Forgot about Toxic for my eot...
    Random Roll: 1d4 - 2 ⇒ (3) - 2 = 1 only thing in hand was spelldagger..discarding and replacing

    "

    Erasmus wrote:

    Hand: Stalking Armor, Blessing of the Gods 2, Compass, The Marriage, Light Crossbow,

    Displayed: Spirit Relatives (no role card),
    Deck: 9 Discard: 3 Buried: 0
    Hero Points: 0
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods, Orison, Magic Eye, Infernal Healing, Luckstone, Blessing of Sarenrae
    Recharged: The Peacock, The Real Rabbit Prince, Leech,
    Discard Pile: Enhance, Zellara's Harrow Deck, Spelldagger,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis

    "


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Out of Turn Updates: Grazzle consults Erasmus on how to use Harrow Deck...Will send to recovery to examine/reorder some cards:
    Spider Nest Card 1: Quarterstaff
    Spider Nest Card 2: Henchman Proxy B4 Evidence TRIGGER

    Evidence (Non-Closing Henchman - Proxy B, Story Objective):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    examine adds d8 and will have Erasmus recharge The Peacock to bless check
    Wisdom Check DC 10+1=11: 1d10 + 1 + 1d8 + 1d10 ⇒ (6) + 1 + (1) + (4) = 12 Success;Evidence is displayed
    Examine 3rd card Spider Nest Card 3: Henchman Proxy A5
    Will put henchman on top and Quarterstaff below

    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 3 - Hourglass Card 1 Erasmus/Zalarian Prayer
    Hour Rules: None

    SOT: Recharge Boon type Ally (Leech and The Real Rabbit Prince) to add 2+1 to all checks this round

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Docks -> Tavern

    Location Powers: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    "Obstacles seem more wearisome than usual"

    spoiler:
    Monstrous Spider (Non-Closing Henchman - Proxy A):

    Story Bane
    Type: Monster
    Traits: Vermin Veteran
    To Defeat: Combat 10+##
    Cannot be evaded. All damage is Poison. Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.


    Baylock adds d4+# to dex checks. Add focus bonus
    Perception WIS Check DC 3+1=4: 1d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10 Auto Success

    Spell Dagger Dex Combat Check DC 10+2=12: 1d8 + 1d4 + 1 + 1d4 + 1 + 3 ⇒ (5) + (1) + 1 + (4) + 1 + 3 = 15 Monster defeated
    Perception WIS Check DC 3+1=4: 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7 [ooc]Auto Success [/ooc]
    Perception WIS Check DC 3+1=4: 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12 Auto Success
    Spell Dagger Dex Combat Check DC 10+2=12: 1d8 + 1d4 + 1 + 1d4 + 1 + 3 ⇒ (1) + (1) + 1 + (1) + 1 + 3 = 8 Monster defeated
    Spell Dagger Dex Combat Check DC 10+2=12: 1d8 + 1 + 1 + 1 + 3 ⇒ (8) + 1 + 1 + 1 + 3 = 14 Monster defeated

    Spider Nest is closed
    Will move to Boat

    Will send harrow deck to recovery to examine cards at Dock.
    Docks Card 1: Henchman Proxy B3 Trigger

    Evidence (Non-Closing Henchman - Proxy B, Story Objective):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    examine adds d8 and focus bonus
    Perception WIS Check DC 10+1=11: 1d6 + 3 + 3 + 1d8 ⇒ (4) + 3 + 3 + (7) = 17 Success
    Next card is a trigger as well
    Encounter: Docks Card 2: Ghastly Runes
    Ghastly Runes:

    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Arcane Check DC 4+1+1=6: 1d8 + 1 + 3 ⇒ (4) + 1 + 3 = 8 Success
    Last card is examined and remains - Docks Card 3: Helm

    Erasmus ends his turn and chooses to examine card- Boat Card 1:
    Returning Starknife

    Random location: 1d5 ⇒ 1 Returning Starknife is reloaded at Den of Iniquity

    Erasmus attempts to recover all cards in his Recovery pile.
    Perception WIS Check DC 12: 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7 harrow deck is discarded

    Erasmus resets his hand.

    "

    Erasmus wrote:

    Hand: Spelldagger, Blessing of the Gods 2, Compass, The Marriage, Light Crossbow,

    Displayed: Spirit Relatives (no role card),
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 0
    Respect Points: 5
    Reroll last used: 1A/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Luckstone, Stalking Armor, Orison, Infernal Healing, Blessing of the Gods, Blessing of Sarenrae, Magic Eye
    Recharged: The Peacock, The Real Rabbit Prince, Leech,
    Discard Pile: Enhance, Zellara's Harrow Deck,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis

    "

    [u]Summary[/u]
    Current Location: Boat
    Acquired: None
    Banished: Docks Card 2: Ghastly Runes
    Examined: Docks Card 3: Helm
    Boat Card 1: Returning Starknife is Reloaded at Den of Iniquity

    Random Card(s) Used: None
    Displayed: Evidences from Spider Nest and Docks is displayed
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Spider nest is closed


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    discard Enhance for 1 acid damage


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CCT-1B: THE AMBASSADOR'S SECRET

    Starting Location Docks
    Loot
    CotCT-7A will put BotG3 into box and add The Marriage into my deck
    CotCT-6: Will put Force Missile into box and put Infernal Healing into my deck
    Will put Planchette into box and put Zellara's Harrow Deck into my deck
    Starting Hand - Favored Card Any (Choose Weapon)

    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    "
    ADVENTURE Path REWARD:

    (from 12789-1012)
    When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour
    "

    "

    Erasmus wrote:

    Hand: The Peacock, Leech, Zellara's Harrow Deck, The Real Rabbit Prince, Enhance, Spelldagger,

    Displayed: Spirit Relatives (no role card),
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    Respect Points: 5
    Reroll last used: TBD/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Stalking Armor, Blessing of Sarenrae, Light Crossbow, Compass, Blessing of the Gods 2, Luckstone, The Marriage, Magic Eye, Blessing of the Gods, Infernal Healing
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis

    "


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CotCT-1A: A City Gone Mad

    Rewards:

    Scenario Reward
    Rally the supporter Amin Jalento
    If Evidence is displayed next to the scenario or if Verik Vancaskerkin was cornered when defeated with a non-combat check, the party gets a new ally and a new blessing. Succeeded on both accounts
    Adventure Reward
    N/A

    Tier/XP 1.1->1.2
    Will spend Hero point for Card Feat (Blessing - BotG)
    Hero Points (Prior + Gained - Used = Current)
    0 + 1 - 1 = 1

    Loot rolls
    1st choice Blessing 1: 1d1000 ⇒ 392 The Real Rabbit Prince

    Will adjust if needed
    Deck Upgrades
    Blessing of the Gods (from Card Feat), The Real Rabbit Prince
    Banished Cards: None
    Holes Filled: None
    Removed: Sign of the Pack

    Planned Loot for next scenario add The Marriage (CotCT-7A)


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

    At the start of each scenario, after drawing your starting hand, add your harrow to it.
    The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
    Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.

    During This Scenario:

  • Thugs are now closing henchmen.
  • Add 1d8 to checks against Verik Vancaskerkin.
  • Wildcard: Deadly. When you suffer damage, it is increased by 1.
  • Wildcard: Wearisome. Each turn, you may use no more than 1 power that lets you explore.
  • Wildcard: Hostile. When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
  • Out of Turn Updates: Moved from Bank of Abadar ->Abandoned Shacks
    recharge compass to examine a card and heal some cards

    Random Roll: 1d4 - 1 ⇒ (3) - 1 = 2 Erasmus is healed for 2: (Zellara's Harrow Deck, The Marriage). Deck shuffled.

    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 19 - Hourglass Card 2 Erasmus/Zalarian
    The Mountain Man

    Hour Rules: On your Strength or Constitution check, you may recharge a card to reroll.

    SOT: Recharge Boon type weapon () to add 2+1 to all checks this round

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Abandoned Shacks -> Shop

    Location Powers: When you fail to acquire a boon, you may shuffle it into the location.
    "Obstacles seem more wearisome than usual"

    Explore: Shop Card 1 (Dissident Guard)

    Dissident Guard:

    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Charisma Check DC 6: 1d8 + 3 ⇒ (6) + 3 = 9 Success

    Draw new ally

    spoiler:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Discard Teamster to explore

    Explore: Shop Card 2 (Deflect)

    Deflect:

    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.

    Intelligence Check DC 4: 1d8 + 3 ⇒ (3) + 3 = 6 auto Success

    So tired and wearisome..need to rest for a bit...

    Erasmus ends his turn

    Erasmus attempts to recover all cards in his Recovery pile.

    Erasmus resets his hand.

    "

    Erasmus wrote:

    Hand: Luckstone, Orison, Snake, Blessing of Sarenrae, Deflect,

    Displayed: Spirit Relatives (no role card), Leather Armor, Infernal Healing,
    Deck: 10 Discard: 2 Buried: 3
    Hero Points: 0
    Respect Points: 5
    Reroll last used: TBD/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zellara's Harrow Deck, Blackwing Librarian, The Real Rabbit Prince, Enhance, Leech, The Marriage, Compass, Craftsman
    Recharged: Spelldagger, Light Crossbow,
    Discard Pile: Blessing of the Gods, Teamster,
    Buried Pile: Magic Eye, Stalking Armor, Staff of Minor Healing,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis

    "

    [u]Summary[/u]
    Current Location: shop
    Acquired: Teamster and Deflect
    Banished: Shop Card 1 (Dissident Guard)
    Examined: Abandoned Shacks Card 1: Azer
    Random Card(s) Used: Teamster
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

    At the start of each scenario, after drawing your starting hand, add your harrow to it.
    The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
    Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.

    During This Scenario:

  • Thugs are now closing henchmen.
  • Add 1d8 to checks against Verik Vancaskerkin.
  • Wildcard: Deadly. When you suffer damage, it is increased by 1.
  • Wildcard: Wearisome. Each turn, you may use no more than 1 power that lets you explore.
  • Wildcard: Hostile. When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
  • Have to redo explore parts of my last turn due to exploring same card as Grazzle
    Probably should move due to Harrow of keys wildcard
    Move: to Bank of Abadar

    Location Powers: When you acquire a boon, bury a card.
    "Obstacles seem more wearisome than usual"
    Explore: Bank Of Abadar Card 1: Staff of Minor Healing

    Staff of Minor Healing:

    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

    Wisdom Check DC 7: 1d6 + 3 ⇒ (1) + 3 = 4 Not quite..will bury armor to add d4
    Wisdom Check DC 7: 1d4 + 4 ⇒ (4) + 4 = 8 Success..will bury staff due to location

    Banished elixir to heal Ahmotep

    So tired and wearisome..need to rest for a bit...

    Erasmus ends his turn

    Erasmus attempts to recover all cards in his Recovery pile.

    Erasmus resets his hand.

    Erasmus wrote:

    Hand: Luckstone, Compass, Spelldagger, Orison, Light Crossbow,

    Displayed: Spirit Relatives (no role card), Leather Armor, Infernal Healing,
    Deck: 7 Discard: 3 Buried: 3
    Hero Points: 0
    Respect Points: 5
    Reroll last used: TBD/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Enhance, Leech, Blessing of Sarenrae, The Real Rabbit Prince, Blackwing Librarian
    Recharged: Snake, Craftsman,
    Discard Pile: Blessing of the Gods, Zellara's Harrow Deck, The Marriage,
    Buried Pile: Magic Eye, Stalking Armor, Staff of Minor Healing,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis

    [u]Summary[/u]
    Current Location: Bank of Abadar
    Acquired: Bank Of Abadar Card 1: Staff of Minor Healing
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Ahmotep healed for 5


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

    At the start of each scenario, after drawing your starting hand, add your harrow to it.
    The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
    Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

  • Thugs are now closing henchmen.
  • Add 1d8 to checks against Verik Vancaskerkin.
  • Wildcard: Deadly. When you suffer damage, it is increased by 1.
  • Wildcard: Wearisome. Each turn, you may use no more than 1 power that lets you explore.
  • Wildcard: Hostile. When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
  • Out of Turn Updates: Discard Marriage for Kess
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 14 - Hourglass Card 2 Erasmus/Zalarian The Empty Throne
    Hour Rules: On your check, you may banish a boon to reroll a die.

    SOT: Recharge Boon type ally(snake and craftsam) to add Y+1 to all checks this round

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Office -> Bank of Abadar

    Location Powers: None
    "Obstacles seem more wearisome than usual"
    Explore: Bank Of Abadar Card 1: The Survivor

    The Survivor:

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Constitution Check DC 4+1=5: 1d6 + 3 ⇒ (1) + 3 = 4 Not quite.. will plan to use Ahmotep's power but if I need to I can use my power..and then bury armor due to location (or blessing itself if Ahmotep doesn't want to use power) and then banish elixir to heal Ahmotep
    Random Roll: 1d4 + 1 ⇒ (4) + 1 = 5 healed for 5

    So tired and wearisome..need to rest for a bit...

    Erasmus ends his turn

    Erasmus attempts to recover all cards in his Recovery pile.

    Erasmus resets his hand.

    Erasmus wrote:

    Hand: Compass, Light Crossbow, Blessing of Sarenrae, Blackwing Librarian, The Survivor,

    Displayed: Spirit Relatives (no role card), Leather Armor, Infernal Healing,
    Deck: 8 Discard: 3 Buried: 2
    Hero Points: 0
    Respect Points: 5
    Reroll last used: TBD/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Enhance, The Real Rabbit Prince, Leech, Luckstone, Spelldagger
    Recharged: Snake, Craftsman,
    Discard Pile: Blessing of the Gods, Zellara's Harrow Deck, The Marriage,
    Buried Pile: Magic Eye, Stalking Armor,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis

    [u]Summary[/u]
    Current Location: Bank of Abadar
    Acquired: Bank Of Abadar Card 1: The Survivor
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: A card from Ahmotep to add 2
    Actions needed by other Player(s): Ahmotep is healed for 5


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

    At the start of each scenario, after drawing your starting hand, add your harrow to it.
    The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
    Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

    During This Scenario:

  • Thugs are now closing henchmen.
  • Add 1d8 to checks against Verik Vancaskerkin.
  • Wildcard: Deadly. When you suffer damage, it is increased by 1.
  • Wildcard: Wearisome. Each turn, you may use no more than 1 power that lets you explore.
  • Wildcard: Hostile. When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
  • Out of Turn Updates: None
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 9 - Hourglass Card 1 Erasmus/Zalarian Desna's Freedom
    Hour Rules: On each check, the first blessing played to bless may be played freely

    SOT: Recharge Boon type Weapon(Spelldagger Light Crossbow) to add 2+1 to all checks this round

    Will discard Zellara's Harrow deck to examine/reorder cards:
    Office Card 3: Snake
    Office Card 2: Craftsman
    Office Card 1: Haughty Nobles
    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Bank of Abadar -> Office

    Location Powers: None
    "Obstacles seem more wearisome than usual"
    Explore: Office Card 3: Snake

    Snake:

    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Wisdom Check DC 5: 1d6 + 3 ⇒ (3) + 3 = 6 Success; will discard blackwing librarian to explore again
    Explore: Office Card 2: Craftsman
    Craftsman:

    CotCT
    Ally 1
    Traits:
    Dwarf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Craft 4
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    Untrained Skill Check DC 4: 1d4 + 3 ⇒ (4) + 3 = 7 Auto Success

    So tired and wearisome..need to rest for a bit...

    Erasmus ends his turn burying Magic Eye to heal 1
    Erasmus is healed for 1: (Blackwing Librarian). Deck shuffled.

    Erasmus attempts to recover all cards in his Recovery pile.

    Perception WIS Check DC 12: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9 Harrow deck is discarded

    Erasmus resets his hand.

    "

    Erasmus wrote:

    Hand: Snake, Craftsman, Elixir of Healing, The Marriage, Stalking Armor,

    Displayed: Spirit Relatives (no role card), Leather Armor, Infernal Healing,
    Deck: 10 Discard: 2 Buried: 1
    Hero Points: 0
    Respect Points: 5
    Reroll last used: TBD/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sarenrae, The Real Rabbit Prince, Light Crossbow, Leech, Orison, Enhance, Spelldagger, Blackwing Librarian, Compass, Luckstone
    Recharged:
    Discard Pile: Blessing of the Gods, Zellara's Harrow Deck,
    Buried Pile: Magic Eye,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis

    [u]Summary[/u]
    Current Location: Office
    Acquired: Office Card 3: Snake
    Office Card 2: Craftsman

    Banished: None
    Examined: Office Card 1: Haughty Nobles
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Top card of office is barrier...cards 2,3 were acquired


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Reminder of Scenario changes:

    During This Adventure:

    At the start of each scenario, after drawing your starting hand, add your harrow to it.
    The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
    Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.
    During This Scenario:

    During This Scenario:

  • Thugs are now closing henchmen.
  • Add 1d8 to checks against Verik Vancaskerkin.
  • Wildcard: Deadly. When you suffer damage, it is increased by 1.
  • Wildcard: Wearisome. Each turn, you may use no more than 1 power that lets you explore.
  • Wildcard: Hostile. When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
  • Out of Turn Updates: None
    Turn Order: Erasmus/Zalarian, Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347

    Turn - Hour: 4 - Hourglass Card 1 Erasmus/Zalarian The Big Sky
    Hour Rules: At the start of your turn, you may remove 1 of your scourges.

    SOT: Recharge Boon type Ally (Leech and The Real Rabbit Prince) to add 2+1 to all checks this round

    Give Card: None
    Probably should move due to Harrow of keys wildcard
    Move: Shop->Storehouse

    Location Powers: Treat your handsize as 1 larger
    "I sure hope I don't get hung up on any barriers."
    Explore: Storehouse Card 1: Elixir of Healing

    Elixir of Healing:

    Core
    Item 0
    Traits:
    Alchemical
    Liquid
    Healing
    To Acquire:
    IntelligenceCraft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Intelligence Check DC 4: 1d8 + 3 ⇒ (2) + 3 = 5 Auto Success
    Will send Magic Eye to recovery and examine top 3 cards of location:
    Storehouse Card 2: Leather Armor
    Storehouse Card 3: War Drum
    Storehouse Card 4: Henchman Proxy A8
    Will discard blessing of the gods to explore

    Explore: Storehouse Card 2: Leather Armor

    Leather Armor:

    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Constitution Check DC 3: 1d6 + 3 ⇒ (4) + 3 = 7 Auto Success
    Will display leather armor

    So tired and wearisome..need to rest for a bit...

    Erasmus ends his turn

    Erasmus attempts to recover all cards in his Recovery pile.

    Magic Eye: Perception 9: 1d8 + 1 + 3 ⇒ (3) + 1 + 3 = 7 -> Magic Eye discarded.

    Erasmus resets his hand.Will display infernal healing after next SOT

    "

    Erasmus wrote:

    Hand: Spelldagger, Light Crossbow, Elixir of Healing, The Marriage, Infernal Healing, Zellara's Harrow Deck,

    Displayed: Spirit Relatives (no role card), Leather Armor,
    Deck: 8 Discard: 2 Buried: 0
    Hero Points: 0
    Respect Points: 5
    Reroll last used: TBD/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sarenrae, Luckstone, Orison, Enhance, Stalking Armor, Compass
    Recharged: Leech, The Real Rabbit Prince,
    Discard Pile: Blessing of the Gods, Magic Eye,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives (add d4+1 to marked skills):
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis

    "

    [u]Summary[/u]
    Current Location: Storehouse
    Acquired: Storehouse Elixir of Healing
    Storehouse Leather armor

    Banished: None
    Examined: Storehouse Card 3: War Drum
    Storehouse Card 4: Henchman Proxy A8

    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Brawl Dexterity Check with Baylock DC 4+1=5: 1d8 + 1d4 + 1 ⇒ (7) + (4) + 1 = 12 Success


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CotCT-1A: A City Gone Mad

    Starting Location Shop
    Loot
    CotCT-7A will put Sign of the Pack into box and add The Marriage into my deck
    CotCT-6: Will put Force Missile into box and put Infernal Healing into my deck
    Will put Planchette into box and put Zellara's Harrow Deck into my deck
    Starting Hand - Favored Card Any (Choose Weapon)

    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    "
    ADVENTURE Path REWARD:

    (from 12789-1012)
    When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour
    "

    No interest in Blackjack Role

    Erasmus wrote:

    Hand: The Real Rabbit Prince, Leech, Magic Eye, Spelldagger, Light Crossbow, Blessing of the Gods,

    Displayed: Spirit Relatives (no role card),
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0
    Respect Points: 5
    Reroll last used: TBD/ HP last used: TBD/ draw used TBD
    NOTES:
    Available Support: Blessings and spells are available for use. (The Marriage can possibly add 2 dice to local)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Enhance, Luckstone, Compass, The Marriage, Blessing of Sarenrae, Zellara's Harrow Deck, Stalking Armor, Infernal Healing, Orison
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3

    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma+1

    Favored Card: Any
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) the number of cards recharged to your checks until the end of the turn.
    ☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    Spirit Relatives:
    ☐Balsamo: INT/Arcane: Cha /Know: Int
    ☑Baylock: Dex/Stealth: Dex/Disable: Dex
    ☐Nissa: Str/Melee: Str/Fort: Con
    ☐Veldira: Wis/Divine: Wis/Perception: Wis


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    correction to my wrapup above...Hero points remainging should be 0.


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CotCT-1*: Haunted Fortunes
    Took one for the Team using temporary character

    Will take loot deck if nobody else has interest
    Boon Roll: 1d20 ⇒ 17 Not Today

    Rewards:

    Scenario Reward
    A character gets the Loot item Zellara's Harrow Deck.
    Rally the supporter Cressida Kroft.
    Adventure Reward
    N/A

    Tier/XP 1.0->1.1
    Will spend Hero point for Power Feat (1 plus)
    Hero Points (Prior + Gained - Used = Current)
    0 + 1 - 1 = 1

    Loot rolls
    1st choice Ally 1: 1d1000 ⇒ 100 Leech
    2nd choice Blessing 1: 1d1000 ⇒ 377 The Marriage
    Will adjust if needed
    Deck Upgrades
    Leech (Ally 1)
    Banished Cards: None
    Holes Filled: None
    Removed: Card Caster

    Planned Loot for next scenario add The Marriage (CotCT-7A) and possibly Zellara's Harrow Deck