Displayed: Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
NOTES: Available Support: -At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
-You automatically succeed at your check to recharge a spell and you may shuffle it into your deck instead.
-Burst Bonds - Auto evade Obstacle or Trap barrier, If exploring, may explore again
-Viper Strike - On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (x 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:Prayer Hour Rules:No Effect. Turn Order:Grazzle, Erasmus, Ahmotep, Kess, Thargrap Move: Tenement -> Location #2: Rooftops At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other. Exploration:Location #2: Rooftops Card 2 - Encounter:
Leech:
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others
Grazzle discards Blessing of Pharasma to add die to WISDOM check. Check to Defeat Captive Horror: WISDOM: 9:2d10 + 1 ⇒ (3, 4) + 1 = 8Failure
3 new monsters, encounter highest level: Evoker - Monster 1, Dire Crocodile - Monster 2, Plaguebearer - Monster 1
Location #2: Rooftops Card 2 - Encounter:
Dire Crocodile:
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Erasmus buries the Trumpet to bless twice
Grazzle Recharges Viper Strike to roll Divine + 2d4 for combat check. Check to Defeat Dire Crocodile: DIVINE: CHARISMA + 3: 15:3d8 + 1 + 3 + 2d4 ⇒ (6, 3, 1) + 1 + 3 + (3, 2) = 19Success
Recovery Attempts:
Grazzle recovers all spells in he/him Recovery pile and shuffles them into deck.
Displayed: Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
NOTES: Available Support: -At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
-You automatically succeed at your check to recharge a spell and you may shuffle it into your deck instead.
-Burst Bonds - Auto evade Obstacle or Trap barrier, If exploring, may explore again
-Viper Strike - On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (x 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Out of Turn Updates: receive Revitalize Hour:The Rakshasa Hour Rules:On your Charisma check, you may use your Intelligence die instead of the normal die. Turn Order:Grazzle, Erasmus, Ahmotep, Kess, Thargrap Move: Tenement -> Location #2: Rooftops At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other. Exploration:Location #2: Rooftops Card 1 - Encounter:
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.
Check to Acquire Snakebite Dagger: DEXTERITY: 5:1d6 ⇒ 5Failure Grazzle discards Sands of the Hour to examine the top card of your location, then may explore.
Displayed: Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
NOTES: Available Support: -At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
-You automatically succeed at your check to recharge a spell and you may shuffle it into your deck instead.
-Burst Bonds - Auto evade Obstacle or Trap barrier, If exploring, may explore again
-Viper Strike - On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (x 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Displayed: Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES: Available Support: -At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
-You automatically succeed at your check to recharge a spell and you may shuffle it into your deck instead.
-Burst Bonds - Auto evade Obstacle or Trap barrier, If exploring, may explore again
-Viper Strike - On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (x 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Out of Turn Updates: receive Revitalize. Hand was wrong from previous post. Used Incitation and kept it in hand. Retcon to have drawn Cure to replace.
Grazzle Recharges ac Revitalize to heal all at Dungeons for 1. Everyone except Thargrap. Use power to shuffle into my deck. Grazzle is healed for 1: (Incitation). Deck shuffled.
Hour:Nethys's Duality Hour Rules:On your check against a spell, add 1d4. Turn Order:Grazzle, Erasmus, Ahmotep, Kess, Thargrap Move: Dungeons -> Oubliette At This Location: Damage you suffer is increased by 1. Exploration:Oubliette Card 1 - Encounter:
Termite Swarm:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Grazzle Recharges Holy Light to roll Arcane or Divine + 2d6 for combat check. Vulnerable to attack so add 4. Discard ac Orison to bless Check to Defeat Termite Swarm: DIVINE: CHARISMA + 3: 10:2d8 + 1 + 3 + 2d6 + 4 ⇒ (1, 4) + 1 + 3 + (1, 2) + 4 = 16Success Grazzle discards hw The Crows to explore again. Draw a card: Viper Strike#Core.
Exploration:Oubliette Card 2 - Encounter:
Henchman Proxy A4:
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.
BYA: WISDOM: 10:1d10 + 1 ⇒ (5) + 1 = 6Success
Grazzle Reveals Flame Staff#Core to roll Strength or Melee skill + 1d4. Grazzle Recharges Viper Strike to add 1d12 to local combat. Thargrap buries a card from discards or banish a buried card to add 1d6 to local. Check to Defeat Henchman Proxy A4: STRENGTH: 10:1d8 + 1 + 3 + 1d12 + 1d4 + 1d6 ⇒ (8) + 1 + 3 + (1) + (1) + (5) = 19Success.
Check to Close Oubliette . Erasmus uses Blessing of Sarenrae to bless twice: CONSTITUTION: 6:3d8 ⇒ (2, 5, 3) = 10Success Oubliette is closed! I may heal an Ally (Bodyguard).
Displayed: ac Armored Coat,
Deck: 5 Discard: 8 Buried: 0
Hero Points: 0
NOTES: Available Support: -At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
-You automatically succeed at your check to recharge a spell and you may shuffle it into your deck instead.
-Burst Bonds - Auto evade Obstacle or Trap barrier, If exploring, may explore again
-Viper Strike - On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (x 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Out of Turn Updates: Move to Oubliette with group when Ossuary closes. Hour:The Waxworks Hour Rules:At the start of your turn, discard a blessing or suffer the scourge Exhausted. Turn Order:Grazzle, Erasmus, Ahmotep, Kess, Thargrap Move: Oubliette -> Crypt At This Location: The difficulty of checks against Undead banes is increased by 3. Exploration:Crypt Card 1 - Encounter:
Carrion Golem:
CotCT
Story Bane 1
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 14
Immune to Attack, Mental, and Poison.
Before acting, discard the top card of your deck.
If undefeated, suffer the scourge Plagued.
Grazzle Discards Incitation to bless STR check. Grazzle Discards Bastard Sword +1 to roll Strength or Melee skill + 2d10 + 1. Check to Defeat Carrion Golem: STRENGTH: 14:2d6 + 2d10 + 1 ⇒ (3, 5) + (5, 3) + 1 = 17Success Display Carrion Golem
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. I will draw it.
Hourglass Card 2 - Orison:
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Displayed: ac Armored Coat,
Deck: 5 Discard: 8 Buried: 0
Hero Points: 0
NOTES: Available Support: -At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
-You automatically succeed at your check to recharge a spell and you may shuffle it into your deck instead.
-Burst Bonds - Auto evade Obstacle or Trap barrier, If exploring, may explore again
-Viper Strike - On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (x 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Out of Turn Updates: BYA from Cabbagehead - Discard Burst Bonds as 1 combat damage Exploration:Graveyard Card 2 - Encounter:
Zombie Minions (Danger 2):
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
Grazzle Reveals Flame Staff#Core to roll Arcane or Divine + 1d4 for combat check. Ask for blessing from Ahmotep or Thargrap or Erasmus.
Displayed: ac Armored Coat,
Deck: 7 Discard: 4 Buried: 0
Hero Points: 0
NOTES: Available Support: -At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
-You automatically succeed at your check to recharge a spell and you may shuffle it into your deck instead.
-Burst Bonds - Auto evade Obstacle or Trap barrier, If exploring, may explore again
-Viper Strike - On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (x 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:The Juggler Hour Rules:On your check, you may discard a card to reroll a die showing 1. Turn Order:Grazzle, Erasmus, Ahmotep, Kess, Thargrap Move: Crypt -> Graveyard At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison. Exploration:Graveyard Card 2 - Encounter:
Armored Coat:
CotCT
Story Bane 1
Type: Monster
Traits:
Giant
Ogre
To Defeat:
Combat 14
Resistant to Melee and Ranged.
Vulnerable to Mental.
Before acting, each local character suffers 1 Combat damage.
Check to Acquire Armored Coat: CONSTITUTION: 3:1d8 ⇒ 8Success Display Armored Coat Grazzle discards Blessing of the Gods 1 to explore again.
Exploration:Graveyard Card 2 - Encounter:
Cabbagehead:
CotCT
Story Bane 1
Type: Monster
Traits:
Giant
Ogre
To Defeat:
Combat 14
Resistant to Melee and Ranged.
Vulnerable to Mental.
Before acting, each local character suffers 1 Combat damage.
Grazzle Reveals Flame Staff#Core to roll Arcane or Divine + 1d4 for combat check. Discard Eloquence to add 1d8. Check to Defeat Cabbagehead: DIVINE: CHARISMA + 3: 14:1d8 + 1 + 3 + 1d4 + 1d8 ⇒ (6) + 1 + 3 + (4) + (5) = 19Success
Displayed: ac Armored Coat,
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
NOTES: Available Support: -At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
-You automatically succeed at your check to recharge a spell and you may shuffle it into your deck instead.
-Burst Bonds - Auto evade Obstacle or Trap barrier, If exploring, may explore again
-Viper Strike - On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (x 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:Gorum's Iron Hour Rules:On your non-Attack combat check, add 1. Turn Order:Grazzle, Erasmus, Ahmotep, Kess, Thargrap Move: Base -> Crypt Exploration:Crypt Card 1 - Encounter:
Sneak:
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
BYA: WISDOM: 9:1d10 + 1 ⇒ (9) + 1 = 10Success
Grazzle Recharges Viper Strike to roll Divine + 2d4 for combat check. Grazzle Discards Orison to bless WIS check. Check to Defeat Sneak: WISDOM: 13:2d10 + 1 + 2d4 ⇒ (5, 2) + 1 + (2, 4) = 14Success
Grazzle casts Detect Magic - Classic
Crypt Card 2 - Encounter:
Pharasma's Knowing:
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Displayed: Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
NOTES: Available Support: -At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
-You automatically succeed at your check to recharge a spell and you may shuffle it into your deck instead.
-Burst Bonds - Auto evade Obstacle or Trap barrier, If exploring, may explore again
-Viper Strike - On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (x 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Displayed: Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (x 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Grazzle CotCT-1B Boon Roll::1d20 ⇒ 10 Scenario Reward Tier/XP
2.1 -> 2.2
Hero Points (Prior + Gained - Used = Current)
0 + 1 - 1 = 0
1 Hero Point used for Upgrade power: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead).
Loot rolls 1st Choice Weapon 1:1d1000 ⇒ 908 - Bastard Sword +1
2nd Choice Item 1:1d1000 ⇒ 234 - Gem of Mental Acuity
Type: Monster
Traits: Human Rogue
To Defeat: Combat 16 OR Charisma Diplomacy 12
Before acting, a local character summons and encounters the story bane Knivesies. On your Charisma or Diplomacy check to defeat, you may banish any number of boons; add 1d4 for each one banished.
Grazzle Banishes Viper Strike to roll Divine + 2d4 for combat check. Grazzle discards Blessing of Pharasma to bless twice due to spell. Check to Defeat Devargo Barvasi (Danger): Story Bane: DIVINE: CHARISMA + 3: 16:3d8 + 1 + 3 + 2d4 ⇒ (4, 7, 5) + 1 + 3 + (1, 2) = 23Success - We Win!
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:Torag's Power Hour Rules:When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. Turn Order:Grazzle, Erasmus, Ahmotep, Kess, Thargrap Move: River -> Docks Cure MyselfCure:1d4 + 1 ⇒ (2) + 1 = 3
-> Grazzle is healed for 3: (Chain Mail#Core, Sands of the Hour, Light Shield). Deck shuffled.
Exploration:Docks Card 1 - Encounter:
Card Caster:
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Ahmotep or Thargrap Discards Blessing of the Gods to bless. Check to Close Docks : CONSTITUTION: 6:2d8 ⇒ (7, 6) = 13Success
Docks is closed. Kess and Grazzle can give a card to other players
We have enough evidence so I'll summon the Danger:
Devargo Barvasi (Danger):
Story Bane
Type: Monster
Traits: Human Rogue
To Defeat: Combat 16 OR Charisma Diplomacy 12
Before acting, a local character summons and encounters the story bane Knivesies. On your Charisma or Diplomacy check to defeat, you may banish any number of boons; add 1d4 for each one banished.
BYA:Local Character Encounter:
Knivesies (Summoned bane)::
Story Bane
Type: Barrier
Traits: Task
To Defeat: Dexterity Acrobatics Ranged 7
On your check to defeat, you may recharge any number of Knife weapons; add 1d4 for each one recharged. If undefeated, suffer 1d4+1 Ranged Combat damage.
I think Kess should take it given the knife in hand. With that and the other BotG out there, odds should be good. Pausing to confirm next steps.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Check to Acquire Harrow Deck: WISDOM: 10:1d10 + 1 ⇒ (9) + 1 = 10Success Toss Harrow Deck to Erasmus
Grazzle discards Sands of the Hour to explore again. Exploration:Tavern Card 3 - Encounter:
Henchman Proxy B1:
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.
Grazzle Discards Blessing of the Gods 1 to bless WIS check. Check to Acquire Henchman Proxy B1: WISDOM: 12:2d10 + 1 ⇒ (6, 9) + 1 = 16Success Display evidence.
Forgot to move, so discard Holy Light for Harrow of Keys. poison damage:1d4 - 2 ⇒ (4) - 2 = 2 oof, Detect Magic and Incitation damaged..
Displayed: Deck: 8 Discard: 5 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Displayed: Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:The Hidden Truth Hour Rules:The first time you examine cards this turn, heal 1d4-1 cards. Turn Order:Grazzle, Erasmus, Ahmotep, Kess, Thargrap Move: Abandoned Shacks -> Slaughterhouse Exploration:Slaughterhouse Card 1 - Encounter:
Termite Swarm:
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Grazzle Reveals Flame Staff to roll Arcane or Divine + 1d4 for combat check. Discard Eloquence to add another 1d8. Check to Acquire Termite Swarm: DIVINE: CHARISMA + 3: 10:1d8 + 1 + 3 + 1d4 + 1d8 ⇒ (6) + 1 + 3 + (3) + (5) = 18Success
Grazzle discards Burst Bonds due to location power.
Displayed: Deck: 3 Discard: 6 Buried: 1
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:The Twin Hour Rules:On your check, the first item or ally played is played freely. Turn Order:Grazzle, Erasmus, Ahmotep, Kess, Thargrap Move: Shop -> Bank Of Abadar Exploration:Bank Of Abadar Card 1 - Encounter:
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.
Check to Acquire The Survivor: CONSTITUTION: 5:1d8 ⇒ 6Success. Have to bury a card due to location: Detect Magic
Grazzle discards Sands of the Hour to examine top card. I may explore.
Bank Of Abadar Card 1 - Encounter:
Leech:
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Grazzle will encounter.
Check to Acquire Leech: Knowledge: 6:1d4 ⇒ 3Failure. Reveal Light Shield to prevent 1 damage from Hostile Wildcard
Displayed: Deck: 5 Discard: 4 Buried: 1
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Check to Acquire Wand of Acid Burst : INTELLIGENCE: 6:1d4 ⇒ 4Failure
Reveal Light Shield to prevent Damage from Hostile
Grazzle discards Bodyguard to explore again.
Exploration:Shop Card 2 - Encounter:
Phantasmal Apparition:
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Displayed: Bodyguard, Orison,
Deck: 7 Discard: 1 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:Irori's Mastery Hour Rules:On your blessed check, you may reroll any dice showing 1. Turn Order:Grazzle, Arueshalae, Ahmotep, Kess, Thargrap Move: Shop -> Slaughterhouse Exploration:Slaughterhouse Card 1 - Encounter:
Crow:
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Check to Acquire Crow: INTELLIGENCE: 5:1d4 ⇒ 3Success/Failure
Grazzle Recharges Cure#Classic to Heal a local character (Thargrap) by 1d4 + 1.Heal:1d4 + 1 ⇒ (2) + 1 = 3 Or 2 if we should keep initial roll.
Displayed: Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Alley, Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:Irori's Mastery Hour Rules:On your blessed check, you may reroll any dice showing 1. Turn Order:Grazzle, Arueshalae, Ahmotep, Kess, Thargrap Exploration:Shop Card 1 - Encounter:
Wand of Acid Burst:
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Check to Acquire Wand of Acid Burst: INTELLIGENCE: 6:1d4 ⇒ 1Failure
Grazzle Recharges Cure#Classic to Heal a local character (Thargrap) by 1d4 + 1.Heal:1d4 + 1 ⇒ (1) + 1 = 2
Displayed: Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Alley, Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Displayed: Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Alley, Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
"Hour:The Lost Hour Rules:When you would recharge a Magic boon, discard it instead. Turn Order:Grazzle, Arueshalae, Ahmotep, Kess, Thargrap Move: Storehouse -> Boat
Grazzle buries ac Priest of Pharasma to Heal myself by 1d4 + 1.Heal:1d4 + 1 ⇒ (4) + 1 = 5
Grazzle discards Thargrap's BotG to add die to closing check. Check to Close Boat : SURVIVAL: WISDOM + 2: 6:2d10 + 2 ⇒ (6, 6) + 2 = 14Success
Displayed: Deck: 6 Discard: 3 Buried: 4
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Alley, Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Grazzle uses power to Discard two cards from deck to allow 4 cards from others discards into decks. I suggest 2 for Aru and 1 each for Ahmotep and Thargrap.
Grazzle Recharges Cure#Classic to Heal a local character (Grazzle) by 1d4 + 1. Heal:1d4 + 1 ⇒ (1) + 1 = 2 (ac Priest of Pharasma and Fox)
Exploration:Reading Room Card 1 - Encounter:
Boots of Friendly Terrain :
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Check to Acquire Boots of Friendly Terrain : DEXTERITY: 8:1d6 ⇒ 4Failure
Displayed: Deck: 2 Discard: 8 Buried: 3
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Alley, Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Displayed: Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES: Available Support: -At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
-You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
-Potion of Glibness: Banish this card and choose a character at your location to automatically succeed at a Diplomacy check.
Movement: Twisting Passages, Alley, Bank Of Abadar
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d8☑ +1☐ +2☐ +3 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d6☐ +1☐ +2 Wisdom: d6☐ +1☐ +2☐ +3 Charisma: d8☐ +1☐ +2☐ +3☐ +4 Arcane: Charisma + 1 Diplomacy: Charisma + 3 Divine: Charisma + 1
Favored Card: Spell Hand Size: 5 ☐ 6☐ 7 Proficiencies: Light Armors Powers: At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck. You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check). For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Grazzle discards hw The Peacock to add die to CRAFT: WISDOM + 1 check. Check to Defeat Poison Gas: CRAFT: WISDOM + 1: 7:2d10 + 1 ⇒ (7, 5) + 1 = 13Success. I can draw - Holy Light. Grazzle discards Sands of the Hour to explore again.
Exploration:Boat Card 2 - Encounter:
Crocodile:
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Grazzle Reveals Flame Staff to roll Arcane or Divine + 1d4 for combat check and Discard Detect Magic spell to add 1d8.
Grazzle discards Incitation to add die to DIVINE: CHARISMA + 3 check. Check to Defeat Crocodile: DIVINE: CHARISMA + 3: 11:3d8 + 1 + 3 + 1d4 ⇒ (2, 2, 5) + 1 + 3 + (1) = 14Success.
Displayed: Deck: 2 Discard: 8 Buried: 3
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Alley, Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Start of turn, use my power to discard 2 cards from top of deck (Priest of Pharasma and Blessing of Pharasma) to heal 4 cards across all characters. Was thinking 2 to Ahmotep, 1 each to Arushalae and Thargrap. If the latter don't need it, then give theirs to Ahmotep as well.
Display Chain Mail Hour:The Wanderer Hour Rules:When a local character fails to acquire a boon, you may bury a card to encounter it. Turn Order:Grazzle, Arueshalae, Ahmotep, Kess, Thargrap Move: Boat -> Alley At This Location: When you play an ally for its power, display it next to this location card. Exploration:Alley Card 1 - Encounter:
Bat :
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Check to Acquire Bat : WISDOM: 4:1d10 ⇒ 3Failure > 1 combat damage. Recharge chain mail instead. Grazzle discards Fox to explore again. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Grazzle, not excited by seeing the acid skull, heads into the Alley where he sees a Bat with an injured wing. "Come friend, maybe we can help each other." The flying creature shrieked and flew off into the night. "Guess not."
Turning back to the Alley, Grazzle spies the human ready to hit him just in time to cast a spell at him.
Exploration:Alley Card 2 - Encounter:
Sneak:
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Displayed: Deck: 5 Discard: 4 Buried: 3
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Alley, Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Displayed: Deck: 8 Discard: 1 Buried: 3
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Alley, Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:Desna's Freedom Hour Rules:On each check, the first blessing played to bless may be played freely. Turn Order:Grazzle, Arueshalae, Ahmotep, Kess, Thargrap Move: Forgot the movement harrow rule, and don't want to redo the turn, so discard top card - Orison Exploration:Boat Card 1 - Encounter:
Bandit :
Core
Story Bane 0
Type: Monster
Traits:
Bandit
Human
Veteran
To Defeat:
Combat 9+##
OR Banish A Random Boon
Before acting, recharge a card.
If undefeated or evaded, bury the bottom card of your deck.
Grazzle Reveals Flame Staff to roll Arcane or Divine + 1d4. Check to Defeat Bandit : DIVINE: CHARISMA + 3: 11:1d8 + 1 + 3 + 1d6 ⇒ (8) + 1 + 3 + (6) = 18Success
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.
Grazzle casts Cure:1d4 + 1 ⇒ (4) + 1 = 5.
EOT:End Turn, Recovery, and Reset hand
Recovery Attempts:
Grazzle attempts to recover all cards in his Recovery pile.
Displayed: Deck: 8 Discard: 1 Buried: 3
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Alley, Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Grazzle discards hw The Peacock to explore again. I may draw a card (Detect Magic) and give a card to another player (Priest of Pharasma to Kess for some healing)
Exploration:Boat Card 2 - Encounter:
Boggard:
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
difficulty to defeat is increased:1d4 ⇒ 4
Grazzle Discards Heavy Pick to roll Strength or Melee skill + 2d6. Grazzle discards Incitation to add die to STRENGTH check. Check to Acquire Boggard: STRENGTH: 14:2d6 + 2d6 ⇒ (4, 4) + (6, 3) = 17 6 is a 7 due to heavy pick, so 18 total: Success
Displayed: Deck: 6 Discard: 3 Buried: 3
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
You automatically succeed at your check to recharge a spell.
Movement: Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Displayed: Deck: 7 Discard: 0 Buried: 3
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
Movement: Boat, Office, Storehouse
Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☑ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Redoing End of turn stuff. Will take a spell for defeating the barrier.
[ooc]Top random Spell:
Force Missile:
Core
Spell 0
Traits:
Arcane
Attack
Force
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Displayed: Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
NOTES: Available Support: Reveal my Animal Ally for + 1d4 for any check at my location.
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 random cards from her discard pile into her deck.
Movement: Swamp, Forest, Ruin
Other: Hi I'm Maznar! Please bot me if I need to Guard my location
Skills and Powers:
SKILLS
Strength: d8☑ +1☐ +2☐ +3 Dexterity: d4☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Fortitude: Constitution + 1 Intelligence: d6☐ +1☐ +2 Wisdom: d10☑ +1☐ +2☐ +3☐ +4 Divine: Wisdom + 3 Survival: Wisdom + 2 Charisma: d6☐ +1☐ +2
Favored Card: Blessings Hand Size: 6 ☑ 7 Proficiencies: Light Armors Powers: Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 +1 random cards from her discard pile into her deck. You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location. You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Grazzle uses Detect Magic
Cave Card 1:
Allip :
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Not magic, will reshuffle and will auto recharge my card at next recovery chance due to my power.
For next SOT Survival check, will use Aid to auto succeed. SURVIVAL: WISDOM + 2: 5:1d10 + 2 + 1d4 + 1 ⇒ (10) + 2 + (2) + 1 = 15Success
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Check to Defeat Wolf Pack Reveal Flame Staff to roll Arcane or Divine + 1d4; you may discard a spell (Burst Bonds) to add another 1d8. DIVINE: CHARISMA + 3: 11:2d8 + 3 + 1d4 ⇒ (5, 1) + 3 + (3) = 12 - Rolled 1 counts as a 0, but I still get 11, so Success! Off to the cave.
SOT:Grazzle will use power to discard top 2 from deck (Holy Light). 2 total cards can be healed. 2 for Crimsi?
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. Hour:Erastil's Eye Hour Rules:If you are at a Wild location, you may discard a card to explore. Turn Order:Crimsi, Fumbus, Grazzle, Pizazz
Scenario: Fumbus Constitution 5:1d8 ⇒ 5 Yes!
Grazzle Survival 5:1d10 + 2 ⇒ (2) + 2 = 4 No
Pizazz Stealth 5:1d10 + 1 ⇒ (9) + 1 = 10 Yes
Crimsi Survival 5:1d8 + 2 ⇒ (3) + 2 = 5 Yes
I realize that I should have my Chain Mail displayed
Exploration:Cave Card 2 - Encounter:
Elixir of Energy Resistance :
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Check to Acquire Elixir of Energy Resistance : CRAFT: WISDOM + 1: 5:1d10 + 1 ⇒ (3) + 1 = 4Failure
I am at a wild location, so discard ac Flame Staff to explore to hopefully get something Fumbus can beat for a move.
Exploration:Cave Card 3 - Encounter:
Allip :
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Reveal Flame Staff to roll Arcane or Divine + 1d4. Grazzle discards Blessing of the Gods 2 to add die to DIVINE: CHARISMA + 3 check.
Check to Defeat Allip : DIVINE: CHARISMA + 3: 14:2d8 + 3 + 1d4 ⇒ (5, 4) + 3 + (1) = 13Failure Recharge chain mail to avoid the damage, but still get Dazed. Am now Dazed and Entangled. Will remove entangled at end of this turn and remove Dazed at end of next person's turn where I don't move.
Displayed: ac Hide Armor Deck: 1 Discard: 13 Buried: 0
Hero Points: 0 // Grazzle has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.
If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☐ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Displayed: Deck: 5 Discard: 9 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
Burst bonds to evade traps is available
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☐ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Encounter: Werewolf Grazzle Reveals ac Flame Staff to roll Strength or Melee skill + 1d6. (counts as playing a spell) Grazzle discards Blessing of Pharasma to add 2 dice to check (since I used a spell). Check to Defeat Werewolf: DIVINE: CHARISMA + 3: 11:3d8 + 3 + 1d4 ⇒ (3, 5, 2) + 3 + (2) = 15Success
Grazzle will move to Cliff
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
At This Location: On your check, if any die shows a 1 or 2, count it as 0 Hour:Incitation Hour Rules:No Effect Turn Order:Crimsi, Fumbus, Grazzle, Pizazz Exploration:Cliff Card 1 - Encounter:
Benefaction :
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Grazzle will join the others at Campsite. Discard Benefaction to explore.
Exploration:Campsite Card 3 - Encounter:
Crow :
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Story Bane
Traits:
Aberration
Cockatrice
To Defeat:
Combat 12
Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
If undefeated, suffer the scourge Exhausted
Displayed: Deck: 5 Discard: 9 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☐ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Displayed: Deck: 7 Discard: 5 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☐ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Hour:Abadar's Law Hour Rules:On your check to close or to guard, add 1d4. Turn Order:Crimsi, Fumbus, Grazzle, Pizazz Exploration:Mountain Card 1 - Encounter:
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.
Grazzle discards Blessing of the Gods 1 to explore again.
Exploration:Ravine Card 1 - Encounter:
Swamp Ooze :
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Grazzle Discards Heavy Pick to roll Strength or Melee skill + 2d6.
Displayed: Deck: 9 Discard: 3 Buried: 0
Hero Points: 0 // Grazzle has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☐ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:Pharasma's Knowing Hour Rules:On your check against an Undead card, add 1d6 Turn Order:Crimsi, Fumbus, Grazzle, Pizazz Exploration:Trail Card 1 - Encounter:
Yeth Hound:
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Before acting, each local character (Pizazz) must succeed at a Wisdom 5 check or suffer the scourge Frightened. Wisdom 5:1d10 ⇒ 7Success
Will move to Location #2: Mountain
Grazzle discards Detect Magic to recovery to examine top card at Location (Mountain #2).
Mountain Card 2 - Examine:
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.
No magic, so guess I am done!
EOT:
Recovery Attempts:
Grazzle attempts to recover all cards in he/her Recovery pile.
Displayed: Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☐ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler
Hour:Gozreh's Growth Hour Rules:On your check against an Animal or Elemental card, add 1d4. Turn Order:Crimsi, Fumbus, Grazzle, Pizazz Exploration:Trail Card 1 - Encounter:
Standard Bearer:
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Grazzle Recharges Researcher to add to CHA check. Check to Acquire Standard Bearer: CHARISMA: 6:1d8 + 1d6 ⇒ (3) + (2) = 5Failure
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Displayed: Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☐ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.
Displayed: Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES: Available Support: At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
Movement: Other:
Skills and Powers:
SKILLS
Strength: d6☐ +1☐ +2 Dexterity: d6☐ +1 Constitution: d8☐ +1☐ +2☐ +3 Intelligence: d4☐ +1☐ +2 Wisdom: d10☐ +1☐ +2☐ +3 Craft: Wisdom + 1 Survival: Wisdom + 2 Charisma: d8☐ +1☐ +2☐ +3☐ +4 Divine: Charisma + 3
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armors Powers: You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead). At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded. ☐ Add 2 to your check that invokes the Attack trait.