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![]() Sorry to see the product's sunset. This game has been a huge part of my life, both professionally and personally. It has been great participating in play by post with the community in the years since I left Obsidian. I’m bullish on the community’s ability to make scenarios and adventures based on an expanded array of templates and such. Even character building could be done to some degree in an unofficial capacity. I could even see a world where we could have community projects that convert existing Pathfinder Adventure Paths into unofficial PACG games, even if it only ever exists digitally (in TTS or PBP). I think tackling an existing AP would be a great organizing foundation from which to get a number of contributors going on the same community project. In order to do this, we'd want to know if Paizo would be willing to allow PACG modders to build using APs that never got the card game treatment. To have the best chance at making robust new APs (based on existing APs or made from scratch), the community could also use guidance and templates for boon and bane creation. ![]()
![]() It look likes we've got a solid set of 5 players and 1 BR thanks to EmpTyger! Abraham Z
And timeline-wise I'm flexible, I figure whenever EmpTyger builds the the forum and we get our characters together, we'll start. But I leave that mostly up to the BR, and am okay starting as late as Outpost and as early as ASAP. ![]()
![]() Seeing if there’s interest beyond me out there... Looking for a group and BR to play Season of the Righteous. At this point, it’s the box I have played least and it will feel pretty fresh to me. It will also be slightly more challenging given the new Core restrictions on feats. I’m m also excited to try a Shackles Merisiel with it. If this gets going, we could line up the start time to outpost but I’m flexible. ![]()
![]() Talitha needs to take 1+1 Combat damage from Rajambari During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: The Perils
CONFUSING:
After your reset, shuffle a random card into your deck. DEADLY:
When you suffer damage, it is increased by 1. HOSTILE: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster. UNHALLOWED: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. WEARISOME: Each turn, you may use no more than 1 power that lets you explore. When you close your location, remove a Perils wildcard of your choice. Additional Rules: Danger:
Ancient Skeleton Spoiler:
Core Story Bane 1 Traits: Skeleton Undead To Defeat: Combat 11+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage. Villain: None Henchmen (Closing):
Wight Spoiler:
Core Story Bane 1 Traits: Undead Wight Veteran To Defeat: Knowledge 6+# OR Combat 10+## Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained. Ancient Skeleton Spoiler:
Proxy A Henchmen
Core Story Bane 1 Traits: Skeleton Undead To Defeat: Combat 11+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage. Scourges:
Dazed Spoiler:
You may not examine locations.
If you explored this turn, you may not explore again. If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge. Drained Spoiler:
On your checks, subtract 1 from each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge. Entangled Spoiler:
You cannot evade or move.
When your location is closed, remove this scourge. Exhausted Spoiler:
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. Frightened Spoiler:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge. Honor-Tested Spoiler:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge. At the end of the scenario, gain 1 respect point. Plagued Spoiler:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge. Poisoned Spoiler:
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead. Wounded Spoiler: At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead. Scenario Level (#): 4 Turn: 24, Oloch/Glmry Random Cards:
Monsters Spoiler:
Dire Crocodile
CotCT Monster 2 Traits: Animal Aquatic To Defeat: Combat 15 Vulnerable to Cold. If defeated by less than 4, or undefeated, suffer 1d4 Combat damage. Spoiler:
Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster. Spoiler:
Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Spoiler:
Roc
CotCT Monster 4 Traits: Animal To Defeat: Combat 19 If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location. Spoiler:
Manticore
Core Monster 3 Traits: Aberration Manticore To Defeat: Combat 15 Before acting, a random character suffers 1d4+1 Ranged Combat damage. If undefeated, each local character suffers 1 Ranged Combat damage. Barriers Spoiler:
Summoning Trap
Core Barrier 3 Traits: Skirmish Trap To Defeat: Intelligence Wisdom Arcane Divine 13 If undefeated, reload a new monster into your location, then banish this barrier. Spoiler:
Invisible Wall
Core Barrier 2 Traits: Lock Magic To Defeat: Arcane Divine Perception 9 When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn. If defeated, you may explore. Spoiler:
Snake Oil Seller
CotCT Barrier 2 Traits: Task To Defeat: Intelligence Craft 6 OR Wisdom 8 When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead. If undefeated, bury the top card of your deck and suffer the scourge Poisoned. Spoiler:
Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Spoiler:
Madness Mist Trap
CotCT Barrier 3 Traits: Cache Lock Magic Trap To Defeat: Disable 8 OR Fortitude 10 If defeated, draw a new spell or item. If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier. Weapons Spoiler:
Acidic Bolas
CotCT Weapon 3 Traits: Acid Bludgeoning Chain Magic Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location. If proficient, discard to evade a monster you encounter. Spoiler:
Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Spoiler:
Limning Starknife
CotCT Weapon 4 Traits: Finesse Knife Magic Melee Piercing Ranged Respect To Acquire: Strength Dexterity Acrobatics Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2. On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check. After playing this weapon on a check, powers that reroll dice may be ignored. Spoiler:
Frost Longspear
CotCT Weapon 2 Traits: 2-Handed Cold Magic Melee Piercing Spear To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Aspect of the Monkey
Core Spell 2 Traits: Divine Magic Animal To Acquire: Wisdom Divine 7 Display. While displayed: * On your Dexterity and Charisma checks, add 1d6. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead. Spoiler:
Safe Haven
CotCT Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 13 Display to move yourself together with any number of local characters, ignoring any movement restrictions. You may not use this power during an encounter. While displayed: * At the end of your turn, banish, and any number of local characters may move together. DURING RECOVERY
Spoiler:
Deathgrip
CotCT Spell 2 Traits: Arcane Attack Cold Divine Magic Undead To Acquire: Intelligence Wisdom Arcane Divine 8 For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers. DURING RECOVERY
Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Spoiler:
Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Armors Spoiler:
Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Mithral Chain Shirt
CotCT Armor 2 Traits: Light Armor To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Shield of Resistance
Core Armor 2 Traits: Offhand Shield To Acquire: Constitution Fortitude 8 When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2. On your Melee combat check, freely recharge to reroll a d4, d6, or d8. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Spoiler:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Drums of Panic
CotCT Item 3 Traits: Instrument Magic To Acquire: Constitution Charisma 10 When a local character encounters a monster, display at your location. While displayed: * When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it. * At the start of your turn, discard this card; if proficient, recharge it instead. Spoiler:
Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Allies Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Spoiler:
Djinn
Core Ally 3 Traits: Genie Outsider To Acquire: Charisma Diplomacy Knowledge 12 Recharge to draw a card, then shuffle your deck. Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore. Spoiler:
Tayce Soldado
CotCT Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 9 OR Bury A Healing Card 0 If you are at an Urban location, on a local non-combat check, recharge to add 1d6. Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6. Spoiler:
Ausio Carowyn
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 7 OR Banish A Weapon 0 On a local check to acquire, bury to add 2d12. Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again. Blessings Spoiler:
Lady of Valor
Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Shelyn's Song
Core Blessing 1 Traits: Deity: Shelyn Divine When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Hour Power: No effect. Current Hour: Incitation:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hours Remaining: 6 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/eddiephlash: Spoiler: Hourglass Card 2 Talitha/MauveAvengr: Hourglass Card 1 Lini/eddiephlash
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. Spoiler: Hourglass Card 3 Rivani/Greenclaw: Hourglass Card 2 Talitha/MauveAvengr
Grandmother Nightmare Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 4 Merisiel/WilderRedbeard: Hourglass Card 3 Rivani/Greenclaw
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 5 Oloch/Glmry: Hourglass Card 4 Merisiel/WilderRedbeard
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 6 Lini/eddiephlash: Hourglass Card 5 Oloch/Glmry
The Rabbit Prince CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire: Dexterity Melee 4+# On any combat check, freely recharge to bless; reroll 1 die showing the highest value. Discard to explore. Spoiler: Hourglass Card 6 Lini/eddiephlash
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Location #2: Twisting Passages
Twisting Passages Card 1: Fireball Beads
CotCT Item 4 Traits: Accessory Arcane Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish to roll 3d6+12. DURING RECOVERY
Twisting Passages Card 2: Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. Twisting Passages Card 3: Wight
Core Story Bane 1 Type: Monster Traits: Undead Wight Veteran To Defeat: Knowledge 6+# OR Combat 10+## Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained. Twisting Passages Card 4: Pixie Gang
Core Monster 2 Traits: Fey Swarm To Defeat: Combat 13 OR Dexterity Acrobatics 10 On the check to defeat, add the number of other local characters. If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character. Twisting Passages Card 5: Harpy
Core Monster 2 Traits: Harpy To Defeat: Combat 10 Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location. Twisting Passages Card 6: Frost Longbow
Core Weapon 2 Traits: 2-Handed Bow Cold Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Twisting Passages Card 7:
Bound Homunculus
Core Ally 2 Traits: Construct Magic To Acquire: IntelligenceArcaneCraft 8 OR CharismaDiplomacy 10 On a local check, banish to add 1d8. Banish to explore. This exploration, on your first check, add 1d6. DURING RECOVERY
Location #3: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Oloch/Glmry, Rivani/Greenclaw, Dungeons Card 1 (Henchman Proxy A5): Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 2: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Dungeons Card 3: Basilisk
Core Monster 3 Traits: Aberration Basilisk To Defeat: Combat 14 Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled. If undefeated, bury a random card from your discards. If defeated, remove the scourges Dazed and Entangled from all local characters. Dungeons Card 4: Exploding Runes
Core Barrier 2 Traits: Magic Trap Trigger Veteran To Defeat: Arcane Divine 6+# OR Disable 8+# When examined, encounter this barrier. If you have the Perception skill, the difficulty to defeat is increased by #. If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier. Dungeons Card 5: Cleaving Battleaxe
CotCT Weapon 2 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it. Dungeons Card 6:
Calistria's Sting
Core Blessing 1 Traits: Deity: Calistria Divine When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Location #5: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Merisiel/WilderRedbeard, Talitha/MauveAvengr, None Crypt Card 1: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Crypt Card 2: Disable Mechanism
CotCT Spell 2 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a Construct, Lock, or Trap bane, banish to evade it. On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8. DURING RECOVERY
Crypt Card 3: The Betrayal
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you acquire a boon, bury it. To Acquire: Charisma Diplomacy 4+# On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead. Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead. Crypt Card 4: Garden Guardian
CotCT Monster 3 Traits: Outsider Plant To Defeat: Combat 15 Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned. Crypt Card 5: Minotaur
Core Monster 2 Traits: Minotaur To Defeat: Combat 15 OR Fortitude 8 If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage. Crypt Card 6: Restoration
CotCT Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to let a local character draw 2 cards. You may not use this power during an encounter. DURING RECOVERY
Crypt Card 7:
Mimic
Core Monster 2 Traits: Aberration Trap To Defeat: Combat 15 OR Wisdom Perception 9 On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead. If undefeated, suffer the scourge Entangled. Location #7: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 0 Located/Displayed Here: None Cards Not In the Box Card 1: The Owl
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Cards Not In the Box Card 2: The Carnival
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Cards Not In the Box Card 3: The Lost
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Cards Not In the Box Card 4: The Mute Hag
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Cards Not In the Box Card 5: The Publican
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. ![]()
![]() That last random scenario was tough and we didn't get the easiest banes either for an ablaze siege that is burning away location decks. Namely, Xenarth, Red Mantis Initiate, Evoker, Troll (of course) and a Swamp Ooze.Thankfully, the Glade allowed us to swap in a Wight for these, but even that had a BYA Cold damage and a total combat value of 22 thanks to Legendary and Harrows. And Confusing (which randomly shuffles away one card after reset) was brutal for my 4-Card Handed Seelah. Beyond that, we felt well in control of each scenario. A lot of fun and a fantastic group and BR! ![]()
![]() What a great breakdown, Yewstance. I'm ultimately very flexible but if it helps narrow things down, I'm mostly thinking about casters. I don't know what decks I'd ultimately plan to use with them but the I'm thinking of using one of following...
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![]() During This Adventure: Adventure Deck Number: 1 Feathered Devil:
Merchantman Ship Class 0 Check To Defeat:
Check To Repair:
When Encountering:
When Commanding:
When Commanding (Wrecked):
During This Scenario: Characters cannot move, except when moved by the power below.
Pirate Shade Haunt:
Henchman B Type: Monster Traits: Undead Pirate To Defeat: None Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from. Additional Rules: Ship - Feathered Devil:
Merchantman Ship Class 0 Check To Defeat:
Check To Repair:
When Encountering:
When Commanding:
When Commanding (Wrecked):
Villain: None Henchman:
Enemy Ship
Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Turn: 8, Varian/dinketry Random Cards:
Monsters Spoiler:
Pirate Captain
Monster B Traits: Human Captain Pirate Veteran To Defeat: Combat 12 Before you act, recharge a card. The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check. After you act, the Pirate Captain deals 2 Structural damage to your ship. Spoiler:
Shackles Pirate
Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Spoiler:
Giant Frog
Monster 1 Traits: Animal Basic To Defeat: Combat 9 A random character at your location encounters the Giant Frog. If the check to defeat has the Electricity trait, add 1d8 to it. Spoiler:
Bilge Spider Swarm
Monster B Traits: Animal Swarm Basic To Defeat: Combat 6 All damage dealt by the Bilge Spider Swarm is Poison damage. If you are on a ship, the difficulty of the check to defeat is increased by 4. If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated. Spoiler:
Merfolk
Monster B Traits: Merfolk Aquatic Basic To Defeat: Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck. Barriers Spoiler:
Treasure Map
Barrier B Traits: Cache Basic To Defeat: Intelligence Knowledge Wisdom Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand. If undefeated, you may banish this barrier. Spoiler:
Taking on Water
Barrier 1 Traits: Task Aquatic Basic To Defeat: Strength Constitution Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage. Spoiler:
Swabbing the Decks
Barrier 1 Traits: Task Aquatic Elite To Defeat: Constitution Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If defeated, you may recharge 1 card. If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Ambush
Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Illusory Wall
Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Weapons Spoiler:
Mace
Weapon B Traits: Mace Melee Bludgeoning Basic To Acquire: Strength Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. Spoiler:
Cutlass +1
Weapon B Traits: Sword Melee Slashing Finesse Swashbuckling Magic Elite To Acquire: Strength Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Repelling Pike +1
Weapon 1 Traits: Polearm Melee Piercing 2-Handed Magic Elite To Acquire: Strength Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead. Spoiler:
Dagger
Weapon B Traits: Knife Ranged Piercing Basic To Acquire: Dexterity Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. Spoiler:
Boarding Pike
Weapon B Traits: Polearm Melee Piercing 2-Handed Basic To Acquire: Strength Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spells Spoiler:
Rage
Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Arcane Armor
Spell B Traits: Magic Arcane Basic To Acquire: Intelligence Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it. Spoiler:
Force Missile
Spell B Traits: Magic Arcane Attack Force Basic To Acquire: Intelligence Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it. Spoiler:
Holy Stone
Spell 1 Traits: Magic Divine Attack Ranged Elite To Acquire: Wisdom Divine 6 For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Cure
Spell B Traits: Magic Divine Healing Basic To Acquire: Wisdom Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Magic Chain Shirt
Armor B Traits: Light Armor Magic Swashbuckling Elite To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Cloth Armor
Armor B Traits: Light Armor Basic To Acquire: Constitution Fortitude 2 When you acquire this card, you may draw a card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. Spoiler:
Buckler
Armor B Traits: Shield Basic To Acquire: Constitution Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Magic Wooden Armor
Armor 1 Traits: Light Armor Magic Swashbuckling Elite To Acquire: Constitution Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Magic Buckler
Armor B Traits: Shield Magic Elite To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Items Spoiler:
Alchemical Glue
Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Caltrops
Item B Traits: Object Basic To Acquire: Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower. Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower. Spoiler:
Thieves' Tools
Item B Traits: Tool Basic To Acquire: Dexterity Disable 4 Reveal this card to add 1 die to your Disable check. Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it. Spoiler:
Nautical Charts
Item B Traits: Book To Acquire: Wisdom Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply. Spoiler:
Pearl of Wisdom
Item B Traits: Object Magic To Acquire: Wisdom 7 Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check. Allies Spoiler:
Master-at-Arms
Ally B Traits: Human Pirate Basic To Acquire: Charisma Diplomacy 8 Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Cut-Throat Grok
Ally 1 Traits: Half-Orc Fighter Pirate To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7 Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Old Salt
Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Spoiler:
Master Gunner
Ally B Traits: Human Pirate Basic To Acquire: Charisma Diplomacy 8 Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Deckhand
Ally B Traits: Human Pirate Basic To Acquire: Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Strength or Dexterity check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of Milani
Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Milani
Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Gozreh
Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Top of Blessing Discard Pile: Blessing of the Gods:
Blessing of the Gods
Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Blessings Remaining: 20 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 /
Blessing of Achaekek Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 2 /
Blessing of the Gods Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 3 /
Blessing of the Gods Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 4 /
Blessing of Cayden Cailean Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 5 /
Blessing of Achaekek Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 6 /
Blessing of the Gods Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 7 /
Blessing of the Gods Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 8 /
Blessing of the Gods Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 9 /
Blessing of Sivanah Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 10 /
Blessing of Besmara Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 11 /
Blessing of the Gods Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 12 /
Blessing of Achaekek Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 13 /
Blessing of Gozreh Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 14 /
Blessing of Gorum Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 15 /
Blessing of Besmara Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 16 /
Blessing of the Gods Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 17 /
Blessing of the Gods Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 18 /
Blessing of Erastil Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 19 /
Blessing of Abadar Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 20 /
Blessing of Cayden Cailean Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Scenario Deck
Scenario Deck Card 3: Potion of Glibness Item B Traits: Liquid Alchemical Basic To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location to succeed at a Diplomacy check. Scenario Deck Card 2: Eye Patch Item B Traits: Accessory Swashbuckling Basic To Acquire: Charisma Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait. Scenario Deck Card 1:
Ruby of Charisma Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Location #1: Fog Bank
Location #2: Tempest Cay
Tempest Cay Card 1:
Siren Caller
Monster B Traits: Siren Aquatic Veteran To Defeat: Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced. The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any. If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck. Tempest Cay Card 2:
Lookout
Ally B Traits: Elf Pirate Basic To Acquire: Charisma Diplomacy 6 Reveal this card to add 1d6 to any Perception check. Recharge this card to examine the top card of your location deck. Tempest Cay Card 3:
Enemy Ship
Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Tempest Cay Card 4:
Fortified Leather Armor
Armor 1 Traits: Light Armor Magic Elite To Acquire: Constitution Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Tempest Cay Card 5:
Magic Weapon
Spell B Traits: Magic Arcane Divine Basic To Acquire: Intelligence Arcane Wisdom Divine 4 When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it. Tempest Cay Card 6:
Pirate Hunting
Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Tempest Cay Card 7:
Giant Moray Eel
Monster 1 Traits: Animal Aquatic Basic To Defeat: Combat 10 All damage from the Giant Moray Eel is Electricity damage. If undefeated, reset your hand and end your turn. Tempest Cay Card 8:
Holy Stone
Spell 1 Traits: Magic Divine Attack Ranged Elite To Acquire: Wisdom Divine 6 For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Tempest Cay Card 9:
Illusory Wall
Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Tempest Cay Card 10: Location #3: Shipwreck Graveyard
Tidepool Dragon
Ally 1 Traits: Dragon Aquatic Elite To Acquire: Arcane Divine Charisma Diplomacy 6 Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage. If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage. At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage. When Closing: Roll on the Plunder table; then summon and acquire a random card of that type. When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage. M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: NokNok/MatsuKurisu, Varian/dinketry, Poog/wkover, None Shipwreck Graveyard Card 1:
Goose in the Rigging
Barrier 1 Traits: Task Elite To Defeat: Intelligence Craft 7 Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. Shipwreck Graveyard Card 2:
Lookout Duty
Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Shipwreck Graveyard Card 3:
Taking on Water
Barrier 1 Traits: Task Aquatic Basic To Defeat: Strength Constitution Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage. Shipwreck Graveyard Card 4:
Enemy Ship
Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Location #4: Coastline
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![]() Urgbot is at Shrine to Lamashtu with Salim Urgraz wrote:
Skills and Powers: SKILLS
Strength d8 [X] +1 [X] +2 [X] +3 [X] +4
Melee: Strength +3 Dexterity d6 [ ] +1 [ ] +2 Constitution d10 [ ] +1 [ ] +2 [ ] +3 Fortitude: Constitution +2 Intelligence d6 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 Divine: Wisdom +1 Charisma d4 [ ] +1 Favored Card: Weapon
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![]() BR Elinnea wrote:
Sounds good! Can we tentatively say that me, WilderRedbeard, and eddiephlash are up for a Plundered Tombs with you post RetroCon?![]()
![]() WilderRedbeard wrote: I'm currently in a Season of the Shackles and a Season of Tapestry's Tides game and have signed up for RetroCon but I'm looking for another online play-by-post game. I would be starting a new Tier 1 character. I have not played any other seasons (only RotRL, S&S and MM base set adventure paths) so I am interested in pretty much anything else. Let me know if there are any other games starting up! wkover wrote:
I would love to get into another thing, but I'm trying to pace myself so. So I'm down to play in Season of the Righteous, Plundered Tombs, or Tapestry's Tides. The only caveat being that I will slow way down during RetroCon. Alternatively, I would be good to BR anything, but after RetroCon. ![]()
![]() URGBOT! Out of turn: Recharge Blessing of the Archdevils. Abadarday Recharge Divine Fortune, Divine 13: 1d8 + 1 + 1d6 ⇒ (7) + 1 + (2) = 10 Discarded Urgraz sees a firey healing power building in Yoon, thinks about stealing it for himself, then thinks better of it. Examine the top of Yoon's Deck: Cauterize, leaves it in place. That shield will be a better prize he ponders as a Skullripper creeps up behind foolish the girl wondering at her new shield "toy.". He weighs the relative value of her unusual powers against the satisfaction he might briefly feel as the chittering mass of bones rips her apart. Today, she has value. "You'll be wanting to duck," he says nonchalantly. She just barely notices Urgraz coming at her with the massive giant's club, and leaps out of the way in the nick of time. mores the pity Reveal Mokmurian's Club and discard Blessing of the Gods from the top of his deck Combat 14: 1d8 + 5 + 1d10 + 2 + 1d6 + 1 ⇒ (7) + 5 + (4) + 2 + (6) + 1 = 25 Mokmurian's Club Power: Recharge Random from Discard, Blessing of Mazmezz Shards of skull and bone fly out from the doomed creature as Urgraz, pounds it into pieces. Feeling properly worked out and nursing the disappointment of passing up a chance for betrayal, Urgraz draws on the rejuvinating power of his buried Aegis of Recovery. Shuffle in Cards: 1d4 + 1 ⇒ (4) + 1 = 5 Shuffle in Divine Fortune, Blessing of Mazmezz, Sinderbos (Redeemed), Imp, Blessing of Dispater Urgraz wrote:
Scenario Power: Discard Torch ![]()
![]() GrazzleBot: Shuffle and Discard Blessing Deck, 23 is Sun Falcon: 1d21 + 2 ⇒ (19) + 2 = 21 It is Wadjet Day. Start Turn: Discard Druid of Flame and BotG: Heal Raheli 1, Seoni 2, Valeros 1 Grazzle throws Valeros some lighter clothing to wear on ship. Give Card: Tussah Silk Coat An Undead Yellow Jelly slimes its putrid way towards Grazzle. Recharge Pyrotechnic Blast Combat 8: 1d8 + 5 + 2d4 ⇒ (3) + 5 + (2, 3) = 13 He incinerates the slime but acid explodes from it. Acid Damage: 1d4 ⇒ 1 Recharge Armor of Sands to take the damage But it is absorbed into Grazzle's Armor. Grazzle wrote:
On Raheli's Turn Reveal and Recharge Cure 1 Shuffle in Cards: 1d4 + 1 ⇒ (1) + 1 = 2 Reveal and Recharge Cure 2 Shuffle in Cards: 1d4 + 1 ⇒ (1) + 1 = 2 Grazzle wrote:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4 Divine: Charisma +3 Favored Card: Spell
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![]() GrazzleBot: Grazzlebot gets to work at Scar Bay. It is Pharasmasday. He finds a pair of Smoked Glass Goggles. Acquire Survival 6: 1d10 + 2 ⇒ (9) + 2 = 11 Acquired! Discard BoAbadar to Explore A doubly undead Plague Zombie seeks to envelop Grazzle in sickness. Grazzle gives it a taste of Recharged Holy Light. Combat 11: 1d8 + 3 + 2d12 + 2 ⇒ (2) + 3 + (12, 12) + 2 = 31 The unfortunate creature is now doubly dead incinerated by the light of Divinity. Grazzle wrote:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4 Divine: Charisma +3 Favored Card: Spell
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![]() GrazzleBot:
Grazzle wrote:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4 Divine: Charisma +3 Favored Card: Spell
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![]() GrazzleBot Engaged Thoth-Day Grazzle gets burned with just the wrong kinds of armor. Discards the Tussah Silk Coat and now has Curse of the Ravenous After a less than profitable excursion to the Dye Market, Grazzle joins Seoni at Alchemical Laboratory. As is the painful lot of Grazzlebot, he is surprised by a Poison Blade Trap. Discard Seoni's BotG. Sorry! Dexterity 5: 2d6 ⇒ (5, 6) = 11 Good News: Bane is gone. Bad News, overkill. Seoni and Grazzle take 1d4 Acid Each Acid Damage: 1d4 ⇒ 1 Recharging Crocodile Skin Armor to prevent the damage Grazzle expertly avoids the trap but triggers a chemical reaction when he jumps into some experimental equipment. Grazzle searches for our enemies Recharges Detect Undead He discovers a Feather of Maat I'm going to hold there. Grazzle could auto-acquire the feather by spending a BotS to explore, but that's a not obvious choice. Depending on where we are when non-bot comes in, there's a reasonable retcon to go get it. I'm erring on the side of caution. Especially with the Curse Curse of the Ravenous: 1d4 ⇒ 3 Sadly buried Cure 2 Grazzle wrote:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4 Divine: Charisma +3 Favored Card: Spell
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![]() Bots for Grazzle Wadjet's Day Grazzle refreshes his companions: Discards Cure 2 and BoAbadar from deck. Both Valeros and Seoni heal 2 With Velriana's flight, Grazzle decides to hunt in the Dye Market Shuffle Explore 11 is Villain/Blessing: 1d11 ⇒ 9 Yet another set of Crocodile Skin Armor Acquire Constitution 4: 1d8 ⇒ 7 Why not have two? It matches my skin tone perfectly Grazzle holds to preserve her closing abilities and discards one Crocodile Skin Armor. Banish Card 9 in Dye Market Grazzle wrote:
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 [X] +1 [ ] +2 [ ] +3 [ ] +4 Divine: Charisma +3 Favored Card: Spell
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![]() Yep! You got it! And you can put your deck handler link (entered forum-style) into the gender entry in your PROFILE. That way it posts automatically each time. You'll also want a shareable link from google sheets. ![]()
![]() Athnul wrote:
Welcome! With the Deck Handler link, go to Athnul's Profile Page and edit your profile. You can create a url link in the "Gender" line using the forum friendly url formatting.Here, check out my profile for reference. I of course copied somebody else! ![]()
![]() Would it make sense to have a google sheet like Outpost used to sign up for games? ![]()
![]() I know that some of you are on the Obsidian forums from time to time, but many of you aren't. We are having a short story and card creation competition over there! Cheers!
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![]() We are initially launching on tablet with single player and pass and play features. Online multiplayer and PC is scheduled for a future release. After that we plan to keep expanding our platforms and content. We intend this to be a living game just as the physical version is. Tablets are just our first step! ![]()
![]() Iceman wrote:
Lini can reveal an animal and then use it for another purpose. You activate her character power first to reveal the animal. ![]()
![]() Thanks for the preview blog, Mike! While there are great shout-outs above, I'd like to also give ups to my stellar programming team lead by Ottawa-based Kevin Smith; with Commander George Wang who wrangles each new rule with steely-eyed determination and our online team that are making magic happen, Nate McDorman and Keno SanPablo. Our QA team deserves extra special recognition, given the depth of the game, lead by Stephanie Bogart (who I couldn't do without) and assisted by new daddy David Lockwood (and very very recently Kevin Bellardi). Producer, Ryan Rucinski has jumped onto the team recently to help get us out the door. I've also been assisted on the Design side by Ryan Rodriguez. And another new addition to the design team, Michelle Flamm who's going keep you playing this game forever... Also a super special thanks to our small band of elite external playtesters. We haven't been able to support a full open beta, so having a small dedicated group to test things while we work has been essential. We've asked them not talk about the game publicly just yet. For now, you should know that we love 'em! ![]()
![]() zayzayem wrote:
The answer is: "very carefully." I can talk about it a little in terms off Pass and Play (not saying much about online multiplayer yet). Our system allows you to make cards and powers available at the end of your turn for others to use. It also allows you to ask for help when needed. When we play our weekly games of WotR, we've started using the end of turn system regularly...to the point of putting an exclamation point on a post-it and attaching it to our heads... ...which may make more sense when the game is released. ![]()
![]() This. ..sort of. Local Heroes was actually relatively easy to implement. There's actually a lot of stuff that worked well and didn't require that much effort to get 'technically' right. The real challenge comes in how you convey all of that to the player consistently. And yep, refactors happen. To try and combat this, the team plays the physical game a couple of times a week. It helps us understand what new complications are down the line so that we create scripting tools that are flexible enough to handle more situations than initial card power requires. Genuine thanks from us for appreciating the mountain we are climbing. It's like anything in the end, start with a small piece and make sure it's good, then build on top of it. ![]()
![]() I thought I jump in here and say hello! Vic has spoken true in all of comments on this thread. If you have any questions specifically about the digital version, feel free to direct them at the Obsidian forum. Also if anyone missed it Pocket Tactics posted a quick update with screens. In the next few months, we will begin beta testing. I'll make sure you all know how to sign up! And a note about my avatar... We just started WotR and I am rocking Alain this go around (opposite to my S&S Ranzak). So I'm representin'. ![]()
![]() I took Ranzak to an 11 card hand in S&S! It was glorious!
I was also a Combat force to behold when I wanted to be... Spoiler: ...thanks to Lady Agasta Smythee who is made for a large hand. |