# 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 = 16Auto 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.
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 = 4Not quite; bury armor to add 1d4 using power Random Roll:1d4 ⇒ 1Success; 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 = 6Success; 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"
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,
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)
# 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
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 = 14Success 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 = 11auto Success Dexterity Check DC 6:1d8 + 1d4 + 1 + 1d4 + 2 ⇒ (4) + (4) + 1 + (2) + 2 = 13auto 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 = 15Success
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.
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,
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
# 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 ⇒ 2Rooftops #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 = 8Success; 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 = 10Auto 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 = 15Auto 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 = 8Success; 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 ⇒ 1Fugitive 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.
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,
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
# 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 = 12Auto 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 = 7Not quite Perception WIS Check DC 8 PAIZO REROLL:1d6 + 3 + 3 ⇒ (3) + 3 + 3 = 9Success
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 = 16Success; 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 = 11Success;Discard The Real Rabbit Prince to explore again;draw a card (Infernal healing) Random Roll:1d5 ⇒ 1discarded 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 = 6auto 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 = 7auto 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 = 15auto 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.
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,
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
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.
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:
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
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
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 = 5Success
Will have Ahmotep do Fortitude check using Fire Snake Arcane Fortitude INT Check DC 6:1d10 + 3 ⇒ (3) + 3 = 6Success
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.
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) = 16Success; 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 = 18Success; 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 = 9Success
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).
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,
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
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,
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
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 - 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) = 12Kind of..will use power to bury The Real Rabbit Prince to add 1d4 Random Roll:1d4 ⇒ 2success; 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.
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,
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
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
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 = 15Auto 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 = 10Success; 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 = 5Auto 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.
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 = 14Success; 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).
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,
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
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.
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:
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
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 = 11Auto 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 = 11Auto 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 .
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:
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
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 ⇒ 1Order 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 = 11Success; 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.
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 = 18Success
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
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,
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
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.
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 = 10Auto Success
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:
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
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:
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
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) = 12Success;Evidence is displayed
Examine 3rd card Spider Nest Card 3: Henchman Proxy A5
Will put henchman on top and Quarterstaff below
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 = 10Auto Success
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) = 17Success 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 = 8Success 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 ⇒ 1Returning 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 = 7harrow deck is discarded
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:
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
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
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:
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
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)
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 = 2Erasmus is healed for 2: (Zellara's Harrow Deck, The Marriage). Deck shuffled.
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 = 9Success
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.
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,
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
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 = 4Not quite..will bury armor to add d4 Wisdom Check DC 7:1d4 + 4 ⇒ (4) + 4 = 8Success..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.
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,
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
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 = 4Not 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 = 5healed 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.
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,
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
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 = 6Success; 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.
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,
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
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 = 5Auto 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 = 7Auto 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.
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:
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
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
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:
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