Quinn

Quinn 12789's page

263 posts. Alias of Zalarian.


RSS

1 to 50 of 263 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

Out of Turn Updates: Healed by Mother Myrtle - remove poisoned
Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
if random character, using Self as #1

Turn - Hour: 20 - The Demon's Lantern
Hour Rules: On your check against a barrier, the difficulty is increased by 3.

SOT: Quinn begins his turn examining the top card of his location: Kazavon; no weapon in hand..will use benefit to discard a card (Fortune Teller) to draw a card (Fate Reader Lense)
Will discard Fate Reader lens to examine/reorder and put False Heroes on top

Give Card: None
Move: Office->Reading Room and reveal third eye to examine top card (Headband of Mental Superiority - will not encounter)
Location Powers: Add 1 if harrow (it is)

False Heroes:

CotCT Barrier 6
Traits: Skirmish
To Defeat: None 0
Roll 1d4. Each local character summons and encounters the corresponding story bane: 1. Bandit 2. Cultist 3. Rescue 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

Quinn and Zetha encounter..: 1d4 ⇒ 21d4 ⇒ 2 Both encounter Cultist

Cultist is not a barrier, so I don't add 3 for hour

Cultist:

Story Bane
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

Includes non-combat bonus, harrow bonus, and location bonus; will recharge the peacock to bless and recharge Jasan Adriel to add d6 and banish Elixir of focus to add intelligence skill
Diplomacy Check DC 8+7=15: 1d6 + 2 + 1d4 + 1d4 + 1 + 1d6 + 1d10 + 4 ⇒ (6) + 2 + (1) + (4) + 1 + (6) + (6) + 4 = 30 Success

Zetha can do her check..either she succeeds and I keep supporters or I bury random supporter..either way barrier is banished/defeated..will choose not to heal

Will display wyvern poison and moon maiden armor

Quinn Ends his turn examining the top card of his location: Kazavon

"

Quinn wrote:

Hand: The Carnival, Ring of Splendid Security, The Marriage, Zellara's Harrow Deck, w1Serithtial, The Twin, Dust of Revealing, Gem of Mental Acuity,

Displayed: Marcus Endrin, Krojun Eats-what-he-kills, Moon Maiden Armor, Wyvern Poison,
Deck: 5 Discard: 7 Buried: 0
Hero Points: 5
Reroll last used: 7A/ HP last used: 7Ax2/ draw used 4B
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
Mastermind can add knowledge skill to any local N/C check in a pinch
Other: Feel free to pass non important items to Quinn for his barrier power

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Corrosive Storm, Leech, Shocking Sawtooth Saber, Jasan Adriel, The Peacock,
Discard Pile: The Empty Throne, Dream Spider, w1Dancing Dagger, Cerulean Mastermind, Fortune-teller, Fate-reader Lenses, Third Eye,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Intelligence+1
Knowledge: Intelligence+2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2

Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
you examine it.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ On your Diplomacy, Disable, or Perception non-combat check (☑ or your
check before acting), add 1d4.
☑When you defeat a barrier, you may heal a card (□ or a weapon or an
item).

"

Reminder of Scenario changes:

SCENARIO 7A: The Inevitable Betrayal

  • For the harrowing, choose any Harrow blessing in the vault as your harrow.
  • On all non-combat checks, add 1d4.
  • For your exploration at any location other than the Base, encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If you defeat Kazavon Reborn and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon Reborn back into it.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand discarding Third Eye.

    [u]Summary[/u]
    Current Location: Reading Room
    Acquired: None
    Banished: Hall of Heroes
    Examined: few remaining
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Zetha must defeat cultist or random supporter is buried


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: Mother Myrtle recharged armor due to damage and scenario rule
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 16 - The Real Rabbit Prince
    Hour Rules: At the start of your turn, draw this card

    SOT: Quinn begins his turn examining the top card of his location: Kazavon
    Will discard lens to examine/reorder:
    Siege Deck Card 3: Crematory Blast
    Siege Deck Card 1: Kazavon
    Siege Deck Card 2: Henchman Proxy A4 - Dragon

    Give Card: None
    Move: Stay at Office
    Location Powers: When you would reveal, reload, or recharge an Animal ally, discard it instead.

    Crematory Blast:

    CotCT Barrier 5
    Traits: Fire Trap
    To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead. If undefeated, each local character suffers 1d6 Fire damage.

    Includes non-combat and harrow bonus
    Perception Check DC 10: 1d8 + 4 + 1d4 + 1d4 ⇒ (3) + 4 + (2) + (3) = 12 Success; heal 1
    Quinn has all cards in their discard pile healed: (Fate-reader Lenses). Deck shuffled.

    Will discard the real rabbit prince to explore..my checks are blessed Q,K,Z,M: 1d4 ⇒ 2 The Real Rabbit Prince hops over to Kess

    Kazavon:

    CotCT Story Bane 7
    Type: Monster
    Traits: Dragon Fighter
    To Defeat: Combat 30 THEN Combat 30
    Immune to Electricity. Resistant to Attack. Vulnerable to Slashing. All damage is Electricity. Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded. While acting, distant characters cannot play cards or use powers.

    Will discard The Empty Throne to ignore the BYA powers of Kazavon
    Will reveal Dancing Daggers twice
    Recharge Corrosive Storm to use Knowledge+6 and display/recharge wyvern poison to add 1d12
    Stealth INT KNOW Combat Check DC 30: 1d10 + 6 + 3d4 + 3 + 1d10 + 1d12 ⇒ (1) + 6 + (2, 3, 4) + 3 + (2) + (2) = 23
    Not Quite
    Stealth INT KNOW Combat Check DC 30 hero point: 1d10 + 6 + 3d4 + 3 + 1d10 + 1d12 ⇒ (9) + 6 + (3, 3, 1) + 3 + (10) + (8) = 43
    For 2nd one, will recharge leech to use knowledge +1 and discard dream spider to add 4d4 and poison
    This is going to hurt me as much as it hurts you.
    Stealth INT KNOW Combat Check DC 30: 1d10 + 6 + 3d4 + 3 + 1d10 + 1 + 4d4 ⇒ (7) + 6 + (4, 4, 1) + 3 + (4) + 1 + (2, 1, 2, 1) = 36
    Kazavon flees
    Number cards banished: 1d4 ⇒ 3 Proxy A4 - Dragon, Mobogo, warband
    Take poison damage, discarding hand, is poisoned and must discard some cards...
    Abandoned Shacks Deck - Staff of Greater Necromancy..or equivalent since should have been loot
    Ruin Deck - Scabbard of Keen Edge
    Office Deck - Deathbane Throwing Axe

    Quinn Ends his turn examining the top card of his location: Trapped Chest

    Reminder of Scenario changes:

    SCENARIO 7A: The Inevitable Betrayal

  • For the harrowing, choose any Harrow blessing in the vault as your harrow.
  • On all non-combat checks, add 1d4.
  • For your exploration at any location other than the Base, encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If you defeat Kazavon Reborn and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon Reborn back into it.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand recharging only weapon in hand.

    "

    Quinn wrote:

    Hand: Moon Maiden Armor, Wyvern Poison, Third Eye, Elixir of Focus, Fortune-teller, Jasan Adriel, The Peacock,

    Displayed: Marcus Endrin, Krojun Eats-what-he-kills,
    Deck: 12 Discard: 4 Buried: 0
    Hero Points: 5
    Reroll last used: 7A/ HP last used: 7Ax2/ draw used 4B // Quinn has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

    When you would heal any number of cards, you may remove this scourge instead.


    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Carnival, Ring of Splendid Security, The Twin, w1Serithtial, The Marriage, Fate-reader Lenses, Zellara's Harrow Deck, Gem of Mental Acuity, Dust of Revealing
    Recharged: Corrosive Storm, Leech, Shocking Sawtooth Saber,
    Discard Pile: The Empty Throne, Dream Spider, w1Dancing Dagger, Cerulean Mastermind,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (☑ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Office
    Acquired: None
    Banished: a few
    Examined: Trapped Chest
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Kess has The Real Rabbit Prince in discard pile


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 12 - Our Lord in Iron
    Hour Rules: None

    SOT: Quinn begins his turn examining the top card of his location: Base..can't examine location
    Give Card: None
    Move: Base -> office
    Location Powers: When you would reveal, reload, or recharge an Animal ally, discard it instead.

    Labyrinth:

    Core Barrier 1
    Traits: Obstacle Veteran
    To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+#
    Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Knowledge Check DC 6+6=12 with n/c bonus: 1d10 + 6 + 1d4 ⇒ (7) + 6 + (1) = 14 Success; heal 1
    Quinn has all cards in their discard pile healed: (The Peacock). Deck shuffled.

    Will use Harrow deck to examine/reorder:
    Siege Deck Card 2 - Soul Mistress
    Siege Deck Card 1 - Henchman Proxy A3 - Dragon
    Siege Deck Card 3 - Perplexing Text

    Will recharge dust of revealing - Soul Mistress..will encounter

    Soul Mistress (Known):

    CotCT Monster 5
    Traits: Hag Outsider
    To Defeat: Combat 21
    Immune to Cold and Fire. Resistant to Attack. When you discard cards as damage, you must first choose items. If undefeated, suffer the scourge Plagued.

    Will reveal Dancing Dagger twice and one more for hour
    Recharge Wyvern Poison to use Knowledge+5
    Stealth INT KNOW Combat Check DC 21: 1d10 + 6 + 3d4 + 3 + 5 + 1 ⇒ (8) + 6 + (1, 4, 4) + 3 + 5 + 1 = 32
    Monster Defeated

    Will discard the twin to encounter Proxy A - Dragon, evade to recharge and encounter perplexing text

    Perplexing Text (Known):

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

    Knowledge Check DC 7+6=13 with n/c bonus: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (1) = 10 Not quite

    Corrosive Storm:

    Spell
    Traits: Acid Arcane Attack Magic
    To Acquire: Intelligence Arcane 13
    Freely display. While displayed: * On combat checks, add 2d6 and the Acid trait. * At the end of the turn, banish; each other character suffers 1 Acid damage. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.

    Quinn has all cards in their discard pile healed: (The Twin). Deck shuffled.

    Quinn Ends his turn examining the top card of his location: Phantasmal Appartion TRIGGER 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.

    Includes non-combat bonus
    Perception Check DC XX: 1d8 + 4 + 1d4 + 1d4 ⇒ (2) + 4 + (4) + (4) = 14 Success
    Knowledge Check DC XX: 1d8 + 4 + 1d4 + 1d4 ⇒ (2) + 4 + (2) + (2) = 10 Success

    Perception Check DC 12: 1d8 + 4 + 1d4 + 1d4 ⇒ (5) + 4 + (4) + (4) = 17 Success; examine next 2 cards:
    Cave Bear
    Ghost

    Reminder of Scenario changes:

    SCENARIO 7A: The Inevitable Betrayal

  • For the harrowing, choose any Harrow blessing in the vault as your harrow.
  • On all non-combat checks, add 1d4.
  • For your exploration at any location other than the Base, encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If you defeat Kazavon Reborn and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon Reborn back into it.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
  • Quinn attempts to recover all cards in their Recovery pile.
    Knowledge Check DC 7+6=13 with n/c bonus PAIZO REROLL: 1d10 + 6 + 4 ⇒ (2) + 6 + 4 = 12 harrow deck is recharged

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, Corrosive Storm, Cerulean Mastermind, Leech, The Empty Throne, Fate-reader Lenses, Dream Spider, Wyvern Poison,

    Displayed: Marcus Endrin, Krojun Eats-what-he-kills,
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 5
    Reroll last used: 7A/ HP last used: 7A/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Carnival, Elixir of Focus, Gem of Mental Acuity, Jasan Adriel, The Marriage, w1Serithtial, Third Eye, The Twin, Shocking Sawtooth Saber, Ring of Splendid Security, Dust of Revealing, The Peacock, Fortune-teller, Moon Maiden Armor
    Recharged: Zellara's Harrow Deck,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (☑ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Office
    Acquired: Corrosive Storm
    Banished: a few
    Examined: None**
    Random Card(s) Used: spell
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 8 - The Avalanche
    Hour Rules: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    SOT: Quinn begins his turn examining the top card of his location: Warning Bells - TRIGGER

    Warning Bells:

    CotCT Barrier 5
    Traits: Curse Trigger
    To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

    Mental Damage: 1d4 ⇒ 1 1 mental damage - discard shocking Sawtooth Saber. Banished cards are as follows:
    Abandoned Shacks - Mantle of Life
    Ruin - Guardian Bow]
    Office - Ring of Immolation

    Give Card: None
    Move: Move to Base

    Will encounter Marcus Edrin and remove dazed scourge and then discard The Peacock to explore examine other 6+Sabina Merrin; will take Krojun and heal 1
    Quinn is healed for 1: (Shocking Sawtooth Saber). Deck shuffled.

    Quinn Ends his turn

    Reminder of Scenario changes:

    SCENARIO 7A: The Inevitable Betrayal

  • For the harrowing, choose any Harrow blessing in the vault as your harrow.
  • On all non-combat checks, add 1d4.
  • For your exploration at any location other than the Base, encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If you defeat Kazavon Reborn and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon Reborn back into it.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: Cerulean Mastermind, The Twin, The Empty Throne, Wyvern Poison, Zellara's Harrow Deck, w1Dancing Dagger, Dust of Revealing, Leech,

    Displayed: Marcus Endrin, Krojun Eats-what-he-kills,
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortune-teller, Shocking Sawtooth Saber, Fate-reader Lenses, w1Serithtial, Elixir of Focus, Jasan Adriel, The Marriage, Gem of Mental Acuity, Dream Spider, The Carnival, Ring of Splendid Security, Third Eye, Moon Maiden Armor
    Recharged:
    Discard Pile: The Peacock,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (☑ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Base
    Acquired: None
    Banished: None
    Examined: A doozy of a card
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 4 - The Tyrant
    Hour Rules: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    SOT: Quinn begins his turn examining the top card of his location: Cultist
    Give Card: None
    Move: Stay at office..recharge fortune-teller and choose bane

    Cultist:

    Story Bane
    Type: Monster
    Traits: Cultist Human Veteran
    To Defeat: Combat 10+## OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Will reveal shocking sawtooth saber
    Recharge Elixir of Focus to use Knowledge+2 and ask for from either Kess or Zetha
    Acrobatics INT KNOW Combat Check DC 10+14=24: 2d10 + 6 + 2d8 + 2 ⇒ (5, 4) + 6 + (4, 6) + 2 = 27

    Location Powers: animal allies...don't have any

    Cursed Statue:

    CotCT Barrier 5
    Traits: Curse Trigger
    To Defeat: Wisdom Disable Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled.

    Includes non-combat bonus and lens
    Perception Check DC 10: 1d8 + 4 + 1d4 + 1d10 ⇒ (3) + 4 + (2) + (4) = 13 Success

    Will discard lens to examine reorder..keep order same
    Ogre
    Flanking attack
    Troll

    Quinn Ends his turn examining the top card of his location: Office Card 1: Ring of Immolation

    Reminder of Scenario changes:

    SCENARIO 7A: The Inevitable Betrayal

  • For the harrowing, choose any Harrow blessing in the vault as your harrow.
  • On all non-combat checks, add 1d4.
  • For your exploration at any location other than the Base, encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If you defeat Kazavon Reborn and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon Reborn back into it.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: Shocking Sawtooth Saber, Cerulean Mastermind, The Twin, The Empty Throne, The Peacock, w1Dancing Dagger, The Carnival, Leech,

    Displayed: Moon Maiden Armor,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wyvern Poison, Gem of Mental Acuity, Zellara's Harrow Deck, The Marriage, Jasan Adriel, Third Eye, Ring of Splendid Security, Dream Spider, w1Serithtial
    Recharged: Dust of Revealing, Fortune-teller, Elixir of Focus,
    Discard Pile: Fate-reader Lenses,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (☑ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: office
    Acquired: None
    Banished: cultist, Cursed Statue
    Examined: few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Need a blessing from either Kess or Zetha
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Forgot to post starting hand...displaying armor when able

    "

    Quinn wrote:

    Hand: Shocking Sawtooth Saber, Fate-reader Lenses, Elixir of Focus, Cerulean Mastermind, Fortune-teller, The Twin, The Empty Throne,

    Displayed: Moon Maiden Armor,
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Splendid Security, Dream Spider, The Carnival, The Marriage, The Peacock, Leech, Wyvern Poison, Jasan Adriel, Zellara's Harrow Deck, w1Serithtial, w1Dancing Dagger, Gem of Mental Acuity, Third Eye
    Recharged: Dust of Revealing,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (☑ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - 7A: The Inevitable Betrayal

    Starting Location Office
    Loot
    CotCT-5C will put Blackjack's Rapier into box and add Shocking Sawtooth Saber into my deck
    CotCT-4D will put Venomous Dagger into box and add Serithial into my deck
    CotCT-4: will put Glamered Armor into box and put Moon Maiden armor into my deck
    CotCT-7A will put The All-Seeing Eye into box and add The Empty Throne\ into my deck
    CotCT-6D - will put Thieve's Tools into box and add ring of Splendid Security into my deck
    Harrow chosen: The Twin
    Starting Hand - Favored Card Item
    5-6F Reward - Will draw an extra card, then recharge a card

    5-6F:
    Assign reward 5-6F from Jirelle 12789-1006
    Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.

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

    ADVENTURE Path REWARD:

    (from Varian 12789-1012)
    When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour
    Dragon's Demand Adventure Path Reward:
    DRAGON'S DEMAND ADVENTURE PATH REWARD (from Quinn 12789-1013):
    When any of your characters starts a scenario using the Core Set, you may replace 1 card from your deck with one of the following cards from the vault: the weapon Dagger, the spell Soothing Word, the armor Chain Mail, the item Balmberry, the ally Guide, or the blessingCIncitation. (Only 1 character at each table may choose each card.) That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.
     


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-6D: Legacy of Blood

    Con Boon Roll: 1d20 ⇒ 1 Not Today

    Rewards:

    Scenario Reward
    "Scenario Reward
    Loot item Ring of Splendid Security."

    Adventure Reward
    "The party gains every unchecked supporter feat on rallied supporters
    Adventure Path Reward: When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour"

    Tier/XP 6.3->6.4
    Will bank hero point
    Hero Points (Prior + Gained - Used = Current)
    5+1-0=6

    Loot rolls

    Deck Upgrades
    None
    Banished Cards: None
    Holes Filled: None
    Removed: None

    Planned Loot for next scenario add Serithial, Shocking Sawtooth Saber, Moon Maiden Armor, and The Empty Throne and Ring of Splendid Security


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: at end of Mother Myrtle's turn, will discard Venster to draw the Locksmith to hand
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 10 - Rovagug's Destruction
    Hour Rules: On your check, you may banish a random blessing from your discards to bles

    SOT: Quinn begins his turn examining the top card of his location: Friendly Game of Sredna
    Give Card: None
    Move: Stay at Ruin
    Location Powers: When a monster is undefeated, shuffle a new monster into the location.

    Friendly Game of Sredna (Known):

    CotCT Barrier 4
    Traits: Respect Task
    To Defeat: Strength 7 OR Constitution Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

    Random Roll: 1d2 ⇒ 2 Venster
    Will discard The theater to bless check and draw random ally to hand (Venster Arabasti)
    Strength Check DC 7: 1d6 + 1d6 ⇒ (5) + (4) = 9 Success;heal 1
    Quinn is healed for 1: (The Carnival). Deck shuffled.
    Will discard the Locksmith to explore

    Baykok:

    CotCT Monster 5
    Traits: Trigger Undead
    To Defeat: Combat 21
    When examined, suffer 1d6 Force damage. Immune to Mental and Poison. Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage. If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

    Not first exploration
    Will reveal Serithtial and freely reveal dancing dagger
    Recharge Wyvern Poison to use Knowledge+5
    Acrobatics INT KNOW Combat Check DC 21: 1d10 + 6 + 1d12 + 4 + 5 + 1d4 ⇒ (3) + 6 + (6) + 4 + 5 + (3) = 27
    Strength Combat Check DC XX: 0d6 + 1d12 + 4 ⇒ (-) + (6) + 4 = 10
    Monster Defeated

    Will recharge Venster to examine, reload, or recharge next 3 cards of hourglass:
    Achaekek's Claws
    The Marriage
    The Trumpet..will reload them swapping Achaekek's Claws and The Marriage

    Quinn Ends his turn examining the top card of his location: Warband TRIGGER

    Warband:

    Core Barrier 1
    Traits: Skirmish Veteran Trigger
    To Defeat: None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier. Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Untrained Skill Stealth Check DC 7+6=13: 1d4 + 0 ⇒ (2) + 0 = 2 No Success - encounter Gray Maiden Footsoldier
    Gray Maiden Footsoldier:

    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Will reveal Serithtial and dancing dagger
    Recharge Cerulean Mastermind to use Knowledge+3
    Acrobatics INT KNOW Combat Check DC 10+12=22: 1d10 + 6 + 1d12 + 4 + 1d4 + 3 ⇒ (6) + 6 + (2) + 4 + (1) + 3 = 22
    Monster Defeated so barrier defeated; heal 1
    Quinn is healed for 1: (Fate-reader Lenses). Deck shuffled

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades
    SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Elixir of Focus, Shocking Sawtooth Saber, Leech, Venster Arabasti, Thieves' Tools, Wyvern Poison,

    Displayed: Moon Maiden Armor,
    Deck: 11 Discard: 4 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Peacock, The Marriage, Zellara's Harrow Deck, Third Eye, w3Blackjack's Rapier, Fate-reader Lenses, Dust of Revealing, Cerulean Mastermind, Dream Spider, The Carnival, Gem of Mental Acuity
    Recharged:
    Discard Pile: Fortune-teller, The Demon's Lantern, The Theater, The Locksmith,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (☑ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Ruin
    Acquired: The Locksmith
    Banished: Baykok and Warband
    Examined: None
    Random Card(s) Used: monster 4
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Guarding Ruin by defeating Danger.

    Boggard Champion:

    Story Bane
    Type: Monster
    Traits: Aquatic Barbarian Boggard Veteran
    To Defeat: Combat 11+##
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d12. If undefeated, bury a random card from your discards and suffer the scourge Frightened.

    Will reveal Serithtial and freely reveal dancing dagger
    If story bane add 2d6
    Recharge Dust of Revealing to use Knowledge+4
    Acrobatics INT KNOW Combat Check DC 11+12=23: 1d10 + 6 + 1d12 + 4 + 2d6 + 4 + 1d4 ⇒ (8) + 6 + (3) + 4 + (2, 4) + 4 + (1) = 32
    Monster Defeated


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 6 - The Worldbreaker
    Hour Rules: You may banish a random blessing from your discards to explore.

    SOT: Quinn begins his turn examining the top card of his location: Mantle of Faith
    Give Card: None
    Move: stay at Ruin
    Location Powers: When a monster is undefeated, shuffle a new monster into the location.

    Mantle of Faith (Known):

    CotCT Armor 6
    Traits: Light Armor Magic
    To Acquire: Constitution Divine Fortitude 15
    Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against a story bane, you may freely discard to add your Divine modifier.

    Constitution Check DC XX: 1d6 + 0 ⇒ (6) + 0 = 6 No Success

    Will use The Theater to explore; it is recharged since harrow and draw random ally to hand (fortune-teller)

    Soul Mistress:

    CotCT Monster 5
    Traits: Hag Outsider
    To Defeat: Combat 21
    Immune to Cold and Fire. Resistant to Attack. When you discard cards as damage, you must first choose items. If undefeated, suffer the scourge Plagued.

    Will reveal Serithtial and freely reveal dancing Dagger
    If story bane add 2d6
    Recharge Gem of Mental Clarity to use Knowledge+1
    Acrobatics INT KNOW Combat Check DC 21: 1d10 + 6 + 1d12 + 4 + 1 + 1d4 ⇒ (4) + 6 + (5) + 4 + 1 + (3) = 23
    Monster Defeated

    Will discard fortune-teller to explore

    Labyrinth:

    Core Barrier 1
    Traits: Obstacle Veteran
    To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+#
    Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Will use the carnival to bless
    Knowledge Check DC 6+6=12: 1d10 + 6 + 1d10 ⇒ (2) + 6 + (9) = 17 Auto Success - heal 1
    Quinn is healed for 1: (w3Blackjack's Rapier). Deck shuffled.

    Will discard The Demon's Lantern to explore

    Speed Battleaxe:

    CotCT Weapon 5
    Traits: Axe Magic Melee Slashing
    To Acquire: Strength Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

    Strength Check DC XX: 1d6 + 0 ⇒ (2) + 0 = 2 No Success

    Quinn Ends his turn examining the top card of his location: Friendly Game of Sredna

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades
    SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Cerulean Mastermind, Elixir of Focus, Venster Arabasti, Dust of Revealing, Wyvern Poison, The Theater,

    Displayed: Moon Maiden Armor,
    Deck: 10 Discard: 4 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Peacock, Shocking Sawtooth Saber, w3Blackjack's Rapier, Gem of Mental Acuity, Dream Spider, Leech, Third Eye, Zellara's Harrow Deck, The Marriage, Thieves' Tools
    Recharged:
    Discard Pile: Fate-reader Lenses, Fortune-teller, The Carnival, The Demon's Lantern,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (☑ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Ruin
    Acquired: None
    Banished: a few
    Examined: Friendly Game of Sredna
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn receives Rapier and then recharges dust of revealing and take damage
    Force Damage: 1d4 ⇒ 2 Discard Rapier and Fortune-teller
    afterwards move to Ruin

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Gem of Mental Acuity, The Demon's Lantern, The Carnival, The Theater,

    Displayed: Moon Maiden Armor,
    Deck: 13 Discard: 3 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 2 - Prayer
    Hour Rules: None

    SOT: Quinn begins his turn examining the top card of his location: Ancient Black Dragon
    Give Card: None
    Move: Stay at Fishery
    Location Powers: For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.

    Examine top 2 cards: Ancient Black Dragon and Bottled Lightning..will encounter Bottled Lightning and shuffle dragon into location

    Bottled Lightning:

    CotCT Item 4
    Traits: Alchemical Attack Electricity Liquid Ranged
    To Acquire: Intelligence Craft 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 If proficient, you may succeed at a Craft 14 check to recharge this card.

    Intelligence Check DC 12: 1d10 + 4 ⇒ (3) + 4 = 7 No Success

    Will display armor
    Will discard Lenses to examine/order
    Fishery Deck Card 1: Henchman Proxy A1 - Ileosa's Fury
    Fishery Deck Card 2: Pegg and Louie
    Fishery Deck Card 3: Deathbane Throwing Axe
    Will keep order same

    Quinn Ends his turn examining the top card of his location: Fishery Deck Card 1: Henchman Proxy A1 - Ileosa's Fury

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades
    SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Gem of Mental Acuity, Fortune-teller, The Demon's Lantern, The Carnival, The Theater, Dust of Revealing,

    Displayed: Moon Maiden Armor,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zellara's Harrow Deck, Thieves' Tools, The Peacock, Third Eye, Cerulean Mastermind, Dream Spider, The Marriage, Shocking Sawtooth Saber, Venster Arabasti, Wyvern Poison, Elixir of Focus
    Recharged: Leech,
    Discard Pile: Fate-reader Lenses,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (☑ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Fishery
    Acquired: None
    Banished: Bottled Lightning
    Examined: few including henchman
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-6D: Legacy of Blood

    Starting Location Fishery
    Loot
    CotCT-5C will put Blackjack's Rapier into box and add Shocking Sawtooth Saber into my deck
    CotCT-4D will put Venomous Dagger into box and add Serithial into my deck
    CotCT-4: will put Glamered Armor into box and put Moon Maiden armor into my deck
    CotCT-7A will put The All-Seeing Eye into box and add The Demon's Lantern into my deck
    Starting Hand - Favored Card Item
    5-6F Reward - Will draw an extra card, then recharge a card
    "

    5-6F:
    Assign reward 5-6F from Jirelle 12789-1006
    Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.
    "
    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    ADVENTURE Path REWARD:

    (from Varian 12789-1012)
    When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour
    "
    "
    Dragon's Demand Adventure Path Reward:
    DRAGON'S DEMAND ADVENTURE PATH REWARD (from Quinn 12789-1013):
    When any of your characters starts a scenario using the Core Set, you may replace 1 card from your deck with one of the following cards from the vault: the weapon Dagger, the spell Soothing Word, the armor Chain Mail, the item Balmberry, the ally Guide, or the blessingCIncitation. (Only 1 character at each table may choose each card.) That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.
     

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Moon Maiden Armor, Fate-reader Lenses, Gem of Mental Acuity, Fortune-teller, The Demon's Lantern, The Carnival, The Theater,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dream Spider, Third Eye, Dust of Revealing, Thieves' Tools, Wyvern Poison, Elixir of Focus, Shocking Sawtooth Saber, The Marriage, Venster Arabasti, Cerulean Mastermind, Zellara's Harrow Deck, The Peacock
    Recharged: Leech,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (☑ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-6C: Death to the Queen

    Con Boon Roll: 1d20 ⇒ 3 Not Today

    Rewards:

    Scenario Reward
    A character gets the Loot weapon Shocking Sawtooth Saber.
    A character gets the Loot ally Venster Arabasti.

    Adventure Reward
    N/A

    Tier/XP 6.2->6.3
    Will spend hero point on power feat (☑ or your check before acting)
    Hero Points (Prior + Gained - Used = Current)
    5+1-1=5

    Loot rolls

    Deck Upgrades
    None
    Banished Cards: None
    Holes Filled: None
    Removed: None

    Planned Loot for next scenario add Serithial, Shocking Sawtooth Saber, Moon Maiden Armor, The Demon's Lantern, and Venster Arabasti


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    After Kess SOT, will recharge Dust of Revealing and encounter Gray Maiden Guard

    Gray Maiden Guard:

    Story Bane
    Type: Monster
    Traits: Fighter Gray Maiden Human Veteran
    To Defeat: Combat 11+## OR Charisma Diplomacy 6+#
    If undefeated, shuffle a new barrier into your location.

    Will reveal Serithtial
    [If story bane add 2d6;will also reveal dancing dagger for d4
    Recharge Thieve's Tools to use Knowledge+0
    Acrobatics INT KNOW Combat Check DC 11+12=23: 1d10 + 6 + 1d12 + 4 + 2d6 + 1d4 ⇒ (9) + 6 + (2) + 4 + (4, 2) + (1) = 28
    Monster Defeated

    Will attempt to close recharging the Peacock to bless
    Knowledge Check DC 5+6=11: 1d10 + 6 + 1d10 ⇒ (6) + 6 + (10) = 22 Success; Queen is not at Library so it is closed; no books or spells to heal; move to Chambers

    Will recharge Leech to heal

    Random Roll: 1d4 - 1 ⇒ (3) - 1 = 2
    Quinn is healed for 2: (Salvator Scream, Incitation). Deck shuffled.

    [u]Summary[/u]
    Current Location: Chambers
    Acquired: None
    Banished: A few (Library closed)
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 16 - Old Deadeye
    Hour Rules: On your check, if you are at a Wild location, add 1d4.

    SOT: Quinn begins his turn examining the top card of his location: Foes On All Sides
    Give Card: None
    Move: Stay at Library; recharge fortune teller and call out bane

    Foes On All Sides (Known):

    CotCT Barrier 2
    Traits: Skirmish Veteran
    To Defeat: None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

    Gray Maiden Guard:

    Story Bane
    Type: Monster
    Traits: Fighter Gray Maiden Human Veteran
    To Defeat: Combat 11+## OR Charisma Diplomacy 6+#
    If undefeated, shuffle a new barrier into your location.

    Will reveal Serithtial
    If story bane add 2d6
    Reveal Dancing Dagger to add 1d4 and then Recharge Dream Spider to use Knowledge+3
    Acrobatics INT KNOW Combat Check DC 11+18=29: 1d10 + 6 + 1d12 + 4 + 2d6 + 3 + 1d4 ⇒ (4) + 6 + (3) + 4 + (4, 6) + 3 + (1) = 31
    Monster Defeated and so is barrier; heal 1
    Quinn is healed for 1: (The Carnival). Deck shuffled.
    End of Move step examine from third eye: The Owl

    Location Powers: On your check against a spell or a Book boon, add 1d6.

    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.

    Wisdom Check DC 4+6=10: 1d8 + 2 ⇒ (1) + 2 = 3 No Success

    Quinn Ends his turn examining the top card of his location: Proxy A - Gray Maiden Guard; eot scenario examine - not a boon

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    SCENARIO 6C: Death to the Queen

  • At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Third Eye, Dust of Revealing, Gem of Mental Acuity, The Peacock, Leech, Thieves' Tools,

    Displayed: Moon Maiden Armor,
    Deck: 12 Discard: 5 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): w3Blackjack's Rapier, Elixir of Focus, Dream Spider, The All-Seeing Eye, Fate-reader Lenses, Torag's Power, Zellara's Harrow Deck, The Liar, The Carnival, Fortune-teller, The Marriage, Wyvern Poison
    Recharged:
    Discard Pile: Salvator Scream, Incitation, Orison, Jasan Adriel, Cerulean Mastermind,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 12 - Desna's Freedom
    Hour Rules: On each check, the first blessing played to bless may be played freely.

    SOT: Quinn begins his turn examining the top card of his location: Paralytic Pulse TRIGGER

    Paralytic Pulse:

    CotCT Barrier 6
    Traits: Trap Trigger
    To Defeat: Wisdom 15 OR Disable 13
    When examined, move to this barrier's location and encounter it. After acting, a random local character summons and encounters the danger. If undefeated, each local character suffers the scourge Exhausted.

    Includes non-combat bonus
    Disable Check DC 13: 1d10 + 5 + 1d4 ⇒ (8) + 5 + (2) = 15 Success;heal 1
    Quinn is healed for 1: (The Liar). Deck shuffled.

    Give Card: None
    Move: Stay at Barracks, Third Eye allows another examine - Orison
    Location Powers: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.

    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.

    Wisdom Check DC 2: 1d8 + 2 ⇒ (4) + 2 = 6 Auto Success; will discard to explore

    Rovagug's Destruction:

    Core Blessing 2
    Traits: Deity: Rovagug Divine Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location.

    Will not acquire; blessing is banished;Will discard Jasan Adriel to explore

    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.

    Strength Check DC 13: 1d6 + 0 ⇒ (6) + 0 = 6 No Success

    Will discard Cerulean Mastermind to explore again - Henchman Proxy A3 - Gray Maiden Guard

    Gray Maiden Guard:

    Story Bane
    Type: Monster
    Traits: Fighter Gray Maiden Human Veteran
    To Defeat: Combat 11+## OR Charisma Diplomacy 6+#
    If undefeated, shuffle a new barrier into your location.

    Will reveal Serithtial
    If story bane add 2d6
    Recharge Wyvern Poison to use Knowledge+5 and reveal dagger to add d4 and location adds d4
    Acrobatics INT KNOW Combat Check DC 11+12=23: 1d10 + 6 + 1d12 + 4 + 2d6 + 5 + 1d4 + 1d4 ⇒ (1) + 6 + (11) + 4 + (4, 5) + 5 + (1) + (1) = 38
    Monster Defeated
    Will now attempt to close combat check 5+12+2+1+1+3+1=25
    Will reveal Serithtial
    If story bane add 2d6
    Recharge Elixir of Focus to use Knowledge+2, freely reveal dagger and discard the Carnival
    Acrobatics INT KNOW Combat Check DC 25: 1d10 + 6 + 1d12 + 4 + 2 + 1d4 + 1d10 ⇒ (10) + 6 + (5) + 4 + 2 + (3) + (6) = 36
    Location closed - Neither Quinn or Kess have cards that qualify to heal
    Will have Kess move to Oubliette and Quinn will move to library

    Quinn Ends his turn examining the top card of his location: Library Card 1: Foes On All Sides

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Third Eye, Dust of Revealing, Gem of Mental Acuity, The Peacock, Dream Spider, Fortune-teller,

    Displayed: Moon Maiden Armor,
    Deck: 11 Discard: 6 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Torag's Power, Fate-reader Lenses, Leech, The Marriage, The All-Seeing Eye, Thieves' Tools, Zellara's Harrow Deck, The Liar, w3Blackjack's Rapier
    Recharged: Wyvern Poison, Elixir of Focus,
    Discard Pile: Salvator Scream, Incitation, Orison, Jasan Adriel, Cerulean Mastermind, The Carnival,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Library
    Acquired: Orison
    Banished: a few
    Examined: a few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Kess moved to Oubliette


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn is healed for 1: (Torag's Power). Deck shuffled.


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: healed for 1 by Zetha
    Quinn is healed for 1: (Fate-reader Lenses). Deck shuffled.
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 8 - Our Lord in Iron
    Hour Rules: On your combat check, you may reveal any number of weapons; for each, add 1.

    SOT: Quinn begins his turn examining the top card of his location: The Dance
    Give Card: None
    Move: Oubliette->Barracks, examine top card with Third Eye..it is magic so will encounter

    Bearskin Armor (Known):

    CotCT Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Survival 12
    Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

    Constitution Check DC XX: 1d6 + 0 ⇒ (4) + 0 = 4 No Success

    Location Powers: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.

    Brooch of Protection:

    CotCT Item 5
    Traits: Accessory Magic
    To Acquire: Intelligence Arcane Fortitude 10
    Display. While displayed: * When you suffer Combat or Force damage, reduce it by 1. * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5. * When this card has 6 markers, bury it.

    Intelligence Check DC 10: 1d10 + 4 ⇒ (2) + 4 = 6 No Success

    will discard torag's power to explore

    Stone-shard Breastplate:

    CotCT Armor 5
    Traits: Heavy Armor Magic
    To Acquire: Constitution Fortitude Survival 14
    Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Constitution Check DC XX: 1d6 + 0 ⇒ (6) + 0 = 6 No Success
    Will discard Incitation to explore

    Hippogriff Fledgling:

    CotCT Ally 4
    Traits: Animal Mount
    To Acquire: Wisdom Survival 11
    If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

    Wisdom Check DC 11: 1d8 + 2 ⇒ (4) + 2 = 6 No Success

    Process Scenario Examine first: Dybbuk - not a boon
    Quinn Ends his turn examining the top card of his location: Dybbuk

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:
    At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Third Eye, Cerulean Mastermind, The Carnival, Elixir of Focus, Wyvern Poison, Jasan Adriel,

    Displayed: Moon Maiden Armor,
    Deck: 12 Discard: 4 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): w3Blackjack's Rapier, Fortune-teller, The Marriage, Leech, Zellara's Harrow Deck, Dust of Revealing, The Peacock, Thieves' Tools, Dream Spider, The All-Seeing Eye, Fate-reader Lenses, Gem of Mental Acuity
    Recharged:
    Discard Pile: Salvator Scream, The Liar, Torag's Power, Incitation,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Barracks
    Acquired: None
    Banished: A few
    Examined: A few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: Kess forgot use of Quinn's Dancing Dagger
    Damage Addged: 1d4 ⇒ 2 Freely revealing Dancing Daggers added enough to defeat monster; Paizo Reroll is still available
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 4 - Gozreh's Growth
    Hour Rules: On your check against an Animal or Elemental card, add 1d4.

    SOT: Quinn begins his turn examining the top card of his location: Horrorbane Heavy Pick
    Give Card: None
    Move: Stay at Throne Room and recharge Fortune-Teller choosing boon

    Horrorbane Heavy Pick (Known):

    CotCT Weapon 5
    Traits: Magic Melee Pick Piercing
    To Acquire: Strength Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

    Strength Check DC 13: 1d6 + 0 ⇒ (6) + 0 = 6 No Success
    Will now use Third eye to examine next card - Corpse Lotus

    Location Powers: At the start of your turn, you may recharge an item to draw a card.

    Will now recharge Dust of Revealing and let Kess deal with the Corpse Lotus

    Corpse Lotus:

    CotCT Monster 5
    Traits: Plant Veteran
    To Defeat: Combat 22
    Immune to Mental and Poison. Resistant to Acid and Electricity. If you are at a Wild location, the difficulty to defeat is increased by #. If undefeated, each local character suffers the scourge Entangled.

    Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6 and Dancing Dagger for 1d4
    Kess Melee Combat Check DC 22: 1d10 + 6 + 1d12 + 2d6 + 1d4 ⇒ (2) + 6 + (12) + (4, 3) + (2) = 29 Success; Kess heals a card

    Salvator Scream:

    CotCT Ally 4
    Traits: Human Loot
    To Acquire: Charisma Diplomacy 10 OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

    Knowledge Check DC 9: 1d10 + 6 ⇒ (1) + 6 = 7 Not Quite
    Knowledge Check DC 9 PAIZO REROLL: 1d10 + 6 ⇒ (7) + 6 = 13 Success; Will discard Salvator to draw blessing from hourglass - Incitation

    Will discard Fate reader lense to examine reorder next 3 cards and put in the following order:
    Throne Room Card C: Akaruzug
    Throne Room Card A: Fireball Beads
    Throne Room Card B: Forbiddance

    Will discard the Liar to explore drawing random ally to hand (Salvator)

    Akaruzug:

    CotCT Story Bane 6
    Type: Monster
    Traits: Construct
    To Defeat: Combat 27
    Immune to Mental and Poison. Vulnerable to Bludgeoning. Before acting, each local character suffers the scourge Drained. If defeated, rally a supporter of level 5 or below.

    Kess has more divine boons in her deck..will have her use Cloud Puff for Quinn to ignore Drained; Kess is now drained
    Will reveal Serithtial
    If story bane add 2d6
    Recharge Blackjack's Rapier to use Knowledge+4 and freely reveal dancing dagger
    Acrobatics INT KNOW Combat Check DC 27: 1d10 + 6 + 1d12 + 4 + 2d6 + 4 + 1d4 ⇒ (10) + 6 + (8) + 4 + (5, 1) + 4 + (4) = 42
    Monster Defeated; I get to rally a level 5 or less supporter..will pick Ishani Dhatri

    Since local character can do it, will have kess attempt to close by encountering Rioting Mob and recharging Andachi to add d4+5 along with harrow and drained. The Liar affects everyone so it is blessed and since used charisma Kess is poisoned

    Rioting Mob:

    Story Bane
    Type: Barrier
    Traits: Skirmish Veteran
    To Defeat: Charisma Diplomacy 6+#
    If undefeated, each character summons and encounters the story bane Thug.

    Kess Diplomacy Check DC 6+6=12: 2d8 + 6 + 1d4 + 5 + 1d4 - 4 ⇒ (4, 3) + 6 + (3) + 5 + (2) - 4 = 19 Success

    Throne Room is closed; Kess and Quinn move to Oubliette
    Will discard Salvator to draw another blessing - Torag's Power

    Torag's Power:

    Core Blessing 1
    Traits: Deity: Torag Divine Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+#
    On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore.

    Process Scenario Examine first: Obsession of Servitude
    Quinn Ends his turn examining the top card of his location: Obsession of Servitude

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:
    At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Third Eye, Cerulean Mastermind, Torag's Power, The Carnival, Incitation,

    Displayed: Moon Maiden Armor,
    Deck: 14 Discard: 3 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zellara's Harrow Deck, Jasan Adriel, Dream Spider, The Peacock, Thieves' Tools, Wyvern Poison, Elixir of Focus, The Marriage, Leech, Gem of Mental Acuity
    Recharged: The All-Seeing Eye, Fortune-teller, Dust of Revealing, w3Blackjack's Rapier,
    Discard Pile: Salvator Scream, Fate-reader Lenses, The Liar,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: oubliete
    Acquired: A few blessings
    Banished: Lots
    Examined: Lots
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: See below
    Actions needed by other Player(s): Kess still has use of Paizo reroll; Kess heals 1, uses Cloud Puff for Quinn, and Kess is drained and Poisoned, Andachi is recharged


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-6C: Death to the Queen

    Starting Location Throne Room with Kess
    Loot

    CotCT-4D will put Venomous Dagger into box and add Serithial into my deck
    CotCT-4: will put Greater Bolstering Armor into box and put Moon Maiden armor into my deck
    Starting Hand - Favored Card Item
    5-6F Reward - Will draw an extra card, then recharge a card
    "

    5-6F:
    Assign reward 5-6F from Jirelle 12789-1006
    Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.
    "
    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    "
    ADVENTURE Path REWARD:

    (from Varian 12789-1012)
    When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour
    "
    "
    Dragon's Demand Adventure Path Reward:
    DRAGON'S DEMAND ADVENTURE PATH REWARD (from Quinn 12789-1013):
    When any of your characters starts a scenario using the Core Set, you may replace 1 card from your deck with one of the following cards from the vault: the weapon Dagger, the spell Soothing Word, the armor Chain Mail, the item Balmberry, the ally Guide, or the blessingCIncitation. (Only 1 character at each table may choose each card.) That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.
     "

    "

    Quinn wrote:

    Hand: w3Blackjack's Rapier, Third Eye, The Carnival, Fortune-teller, w1Dancing Dagger, Dust of Revealing, w1Serithtial, Fate-reader Lenses, The Liar,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 5
    Reroll last used: 6B/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wyvern Poison, Cerulean Mastermind, Dream Spider, The Marriage, Leech, Gem of Mental Acuity, Thieves' Tools, Zellara's Harrow Deck, The Peacock, Moon Maiden Armor, Elixir of Focus, Jasan Adriel
    Recharged: The All-Seeing Eye,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-6B: Assault on Castle Korvosa

    Rewards:

    Scenario Reward
    "The party gains a Supporter Feat (Quinn chooses Marcus Endrin)
    For each displayed Evidence (3), the party gets a new ally and a new blessing (already added to the Acquired Cards list below).
    Characters may choose a Bonus Deck Upgrade."

    Adventure Reward
    N/A

    Tier/XP 6.1->6.2
    Will spend hero point on Skill Feat Wis +2
    Hero Points (Prior + Gained - Used = Current)
    5+1-1=5

    Loot rolls
    1st choice Weapon 6: 1d1000 ⇒ 392 Dancing Dagger
    2nd choice Armor 6: 1d1 ⇒ 1 Greater Bolstering Armor

    Holding off on determining Armor until others decided
    Deck Upgrades
    Weapon 6 (Dancing Dagger)
    Banished Cards: Elixir of Focus
    Holes Filled: Elixir of Focus
    Removed: Shock Kukri

    Planned Loot for next scenario add Serithial and Moon Maiden Armor


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 23 - Calistria's Sting
    Hour Rules: You may avenge by discarding a card.

    SOT: Quinn begins his turn examining the top card of his location: Jasan Adriel
    Give Card: None
    Mountain isn't going to climb itself...
    Move: Castle -> Mountain, recharge fortune-teller and choose Bane

    Catoblepas:

    CotCT Monster 4
    Traits: Aberration Trigger
    To Defeat: Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned.

    Will reveal Serithtial
    If story bane add 2d6
    reveal dancing dagger to add d4 and then recharge it to use Knowledge+6
    Acrobatics INT KNOW Combat Check DC 20: 1d10 + 6 + 1d12 + 4 + 1d4 + 6 ⇒ (3) + 6 + (5) + 4 + (4) + 6 = 28

    Monster Defeated

    Location Powers: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.

    Free Explore

    Sermignatto:

    CotCT Story Bane 6
    Type: Monster
    Traits: Devil Outsider
    To Defeat: Combat 28
    Immune to Fire and Poison. Resistant to Acid and Cold. Before acting, each local character must attempt a Wisdom 13 check. For each character that fails, a random local character suffers an amount of Combat damage equal to the number of weapons and Attack cards in the failing character's hand.

    Zetha will guard by taking 1d6 damage
    Random Roll: 1d6 ⇒ 4 Zetha can either banish her monstrous ally to reduce to 0 or her armor
    Mother Myrtle will bury the top card of her deck

    Wisdom Check DC 13: 1d8 + 1 ⇒ (8) + 1 = 9 No Success; Quinn takes 1 combat damage..will draw plate armor to hand
    Zetha will use summon hounds at Mountain

    Will reveal Serithtial
    If story bane add 2d6
    Recharge Hellknight armor to use Knowledge+6
    Mother Myrtle freely blesses with the first and I use the Marriage to bless and recharge Moon Maiden armor to add wisdom die and discard Risibeth to add 2d4 from hounds and Kess displays Sklar-Quah Thundercaller to add 1d6 to str/acrobatics checks

    Acrobatics INT KNOW Combat Check DC 28: 1d10 + 6 + 1d12 + 4 + 2d6 + 6 + 2d10 + 1d8 + 2d4 + 1d6 ⇒ (9) + 6 + (5) + 4 + (3, 5) + 6 + (5, 3) + (1) + (3, 1) + (2) = 53
    Villain Defeated


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: Arsenal was closed already; had Zetha move to Cliff for time being
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 19 - Blackfingers
    Hour Rules: On your check that invokes the Alchemical or Poison trait, add 1d4.

    SOT: Quinn begins his turn examining the top card of his location: Pegg and Louie
    Give Card: None
    Move: Stay at Cell
    Location Powers: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.

    Will display Moon Maiden Armor

    Pegg and Louie:

    CotCT Ally 5
    Traits: Ghost Undead
    To Acquire: Wisdom Survival 13 OR Suffer The Scourge Frightened 0
    When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced. Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

    Will go ahead and suffer the Scourge Frightened to acquire and recharge to explore (already frightened)

    Commander's Falchion:

    CotCT Weapon 6
    Traits: 2-Handed Magic Melee Slashing Sword
    To Acquire: Strength Charisma Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter.

    Strength Check DC 15: 1d6 + 0 ⇒ (3) + 0 = 3 No Success
    Will recharge Dust of Revealing to examine next card and since Monster will have Kess encounter

    Scarlet Walker:

    CotCT Monster 6
    Traits: Outsider Sorcerer
    To Defeat: Combat 27 OR Arcane Divine 14
    Immune to Acid, Cold, and Poison. Resistant to Attack. Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.

    Kess didn't want those cards healed anyway...will fail BYA and bury 1-4 cards
    Cards buried from Discard: 1d4 ⇒ 2 spiked chain and starknife are buried
    Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6 and Quinn freely reveals Dancing Dagger and Kess reveals Fire Gecko
    Kess Combat Check DC 27: 1d10 + 3 + 3 + 1d12 + 2d6 + 2d4 ⇒ (4) + 3 + 3 + (5) + (5, 3) + (3, 3) = 29 Monster Defeated

    Will discard Dream Spider to explore adding d6 mental to combat/cha

    Risibeth:

    CotCT Ally 5
    Traits: Sayona Undead
    To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0
    Display. While displayed: * On local combat and Charisma checks, you may reroll a die. * At the end of the turn, bury. Banish to explore. DURING RECOVERY You may discard the bottom card of your deck to reload this card.

    Includes non-combat bonus, harrow bonus and dream spider
    Diplomacy Check DC 12: 1d6 + 2 + 2d4 + 1d6 ⇒ (6) + 2 + (2, 3) + (6) = 19 Success

    Will send Risibeth to recovery and explore

    Hordemaster:

    CotCT Monster 5
    Traits: Undead
    To Defeat: Combat 22
    Immune to Mental and Poison. Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.

    Never a good idea to run into a hordemaster after running into a spirit...

    Zombie Minions:

    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.

    Kess will discard a card to take on hordemaster and will take on zombie minion first since Quinn can freely add d4 with dancing dagger
    Kess then takes on first check for zombie minion and auto makes a DC9

    I then take 1d4-1 mental damage
    Frightened Damage: 1d4 - 1 ⇒ (1) - 1 = 0 No mental damage

    Will reveal Serithtial
    If story bane add 2d6
    Recharge blackjack's rapier to use Knowledge+4 for second check and freely reveal dancing dagger for 1d4
    Acrobatics INT KNOW Combat Check DC 11+12=23: 1d10 + 6 + 1d12 + 4 + 4 + 2d6 + 1d4 ⇒ (7) + 6 + (9) + 4 + 4 + (2, 5) + (3) = 40
    zombie minion Defeated

    Quinn Ends his turn examining the top card of his location: Bearskin Armor

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
  • Quinn attempts to recover all cards in their Recovery pile.
    Will discard blackjack rapier to reload Risibeth

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Serithtial, Dancing Dagger, Leech, The Twin, Risibeth, The Marriage, Cerulean Mastermind, Fortune-teller,

    Displayed: Wyvern Poison, Hellknight Plate, Moon Maiden Armor,
    Deck: 10 Discard: 2 Buried: 3
    Hero Points: 5
    Reroll last used: 6B/ HP last used: 4D/ draw used 4B // Quinn has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.


    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zellara's Harrow Deck, Fate-reader Lenses, The Carnival, The All-Seeing Eye, Third Eye, Jasan Adriel, w2Venomous Dagger, The Peacock
    Recharged: Pegg and Louie, Dust of Revealing,
    Discard Pile: Dream Spider, w3Blackjack's Rapier,
    Buried Pile: Thieves' Tools, Gem of Mental Acuity, Andachi,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Cell
    Acquired: a few allies
    Banished: a few banes and boons
    Examined: a few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Kess uses blackjack power to take on hordemaster


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 15 - The Fiend
    Hour Rules: When you suffer a scourge on your turn, each local character suffers it.

    SOT: Quinn begins his turn examining the top card of his location: Azer
    Give Card: None
    Move: Arsenal -> Cell
    Location Powers: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.

    Evidence:

    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.

    Will discard the Carnival to bless
    Knowledge Check DC 10+6=16: 1d10 + 6 + 1d10 ⇒ (2) + 6 + (1) = 9 Flipping 1 to 10 adds 9 to check; Success; heal 1
    Quinn is healed for 1: (Dream Spider). Deck shuffled.

    Will discard The All-Seeing Eye to examine 2, reorder, and explore - first one is a trigger

    Paralytic Pulse:

    CotCT Barrier 6
    Traits: Trap Trigger
    To Defeat: Wisdom 15 OR Disable 13
    When examined, move to this barrier's location and encounter it. After acting, a random local character summons and encounters the danger. If undefeated, each local character suffers the scourge Exhausted.

    Includes non-combat bonus
    Disable Check DC 13: 1d10 + 5 + 1d4 ⇒ (6) + 5 + (4) = 15 Success; encounter danger
    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Includes non-combat bonus
    Perception Check DC 4+6=10: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (2) = 13 Success
    Will reveal Serithtial
    If story bane add 2d6
    Recharge Blajack's Rapier to use Knowledge+4
    Acrobatics INT KNOW Combat Check DC 10+12=22: 1d10 + 6 + 1d12 + 4 + 4 + 2d6 ⇒ (8) + 6 + (9) + 4 + 4 + (2, 6) = 39
    Monster Defeated
    Heal 1 for defeating barrier
    Quinn is healed for 1: (Fate-reader Lenses). Deck shuffled.

    Examine the 2nd card now and explore

    Curse of the Worm:

    CotCT Barrier 5
    Traits: Curse Task
    To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12
    If undefeated, display this barrier. While displayed: * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled. * When a power would remove 1 of your scourges, you may instead banish this barrier.

    Will bury Gem of Mental acuity to add Perception
    Knowledge Check DC 14: 1d10 + 6 + 1d8 + 3 ⇒ (10) + 6 + (5) + 3 = 24 Success; heal 1
    Quinn is healed for 1: (The All-Seeing Eye). Deck shuffled.

    Will recharge Leech to try and heal
    Random Roll: 1d4 - 1 ⇒ (4) - 1 = 3
    Quinn has all cards in their discard pile healed: (The Marriage, The Carnival). Deck shuffled.

    Will bury Andachi to explore

    Norgorber's Shadow:

    Core Blessing 2
    Traits: Deity: Norgorber Divine Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire: Dexterity Divine Stealth 5+#
    On any check, discard to bless. On a Perception or Stealth check, recharge to bless. Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Dexterity Check DC 5+6=11: 1d6 + 0 ⇒ (6) + 0 = 6 No Success

    Quinn Ends his turn examining the top card of his location: Pegg and Louie

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Serithtial, Dancing Dagger, The Twin, Dream Spider, Leech, w3Blackjack's Rapier, Moon Maiden Armor, Dust of Revealing,

    Displayed: Wyvern Poison, Hellknight Plate,
    Deck: 11 Discard: 0 Buried: 3
    Hero Points: 5
    Reroll last used: 6B/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cerulean Mastermind, Third Eye, The Marriage, Jasan Adriel, w2Venomous Dagger, Fortune-teller, The Peacock, Fate-reader Lenses, Zellara's Harrow Deck, The All-Seeing Eye, The Carnival
    Recharged:
    Discard Pile:
    Buried Pile: Thieves' Tools, Gem of Mental Acuity, Andachi,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: cell
    Acquired: None
    Banished: a few
    Examined: a few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 11 - Lady Despair
    Hour Rules: On your turn, if you would suffer a scourge, a random local character suffers it instead.

    SOT: Quinn begins his turn examining the top card of his location: Andachi
    Give Card: None
    Move: Stay at Arsenal and choose boon with fortune-teller
    Location Powers: On your combat check, add 1 for each weapon played.

    Andachi:

    CotCT Ally 5
    Traits: Ghost Undead
    To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0
    Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead.

    Will recharge The Peacock and includes non-combat bonus and harrow bonus
    Diplomacy Check DC 12: 1d6 + 2 + 1d4 + 1d6 + 1d4 ⇒ (1) + 2 + (3) + (5) + (1) = 12 Success

    Free Explore

    Eternal Glyphs:

    CotCT Barrier 4
    Traits: Magic Trap
    To Defeat: Intelligence Knowledge 13 OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location.

    Includes non-combat bonus
    Disable Check DC 12: 1d10 + 5 + 1d4 ⇒ (6) + 5 + (4) = 15 Success; heal 1 card
    Quinn is healed for 1: (Moon Maiden Armor). Deck shuffled.

    Will recharge dust of revealing to encounter ghost

    Ghost:

    Core Monster 1
    Traits: Ghost Incorporeal Mental Undead Veteran
    To Defeat: Combat 11+## OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated.

    Will reveal Serithtial and freely reveal Dancing Dagger to add d4
    If story bane add 2d6
    Recharge Dancing Dagger to use Knowledge+6 and 2 for location
    Acrobatics INT KNOW Combat Check DC 11+12=23: 1d10 + 6 + 2 + 1d12 + 4 + 6 + 1d4 ⇒ (5) + 6 + 2 + (7) + 4 + 6 + (2) = 32
    Monster Defeated

    Will discard Dream Spider to explore

    Horrorbane Heavy Pick:

    CotCT Weapon 5
    Traits: Magic Melee Pick Piercing
    To Acquire: Strength Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

    Strength Check DC 13: 1d6 + 0 ⇒ (6) + 0 = 6 No Success

    Will attempt to close summoning weapon

    Returning Totem Spear:

    Weapon
    Traits: 2-Handed Magic Melee Ranged Respect Spear
    To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter.

    Strength Check DC 12: 1d6 + 0 ⇒ (3) + 0 = 3 Nope

    Quinn Ends his turn.

    "

    Quinn wrote:

    Hand: w1Serithtial, Andachi, The Carnival, The All-Seeing Eye, Leech, w3Blackjack's Rapier, Gem of Mental Acuity, Elixir of Focus,

    Displayed: Wyvern Poison, Hellknight Plate,
    Deck: 11 Discard: 3 Buried: 1
    Hero Points: 5
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortune-teller, Third Eye, The Twin, Zellara's Harrow Deck, Jasan Adriel, Cerulean Mastermind, w2Venomous Dagger, Moon Maiden Armor, The Peacock
    Recharged: Dust of Revealing, Dancing Dagger,
    Discard Pile: Fate-reader Lenses, The Marriage, Dream Spider,
    Buried Pile: Thieves' Tools,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    [u]Summary[/u]
    Current Location: Arsenal
    Acquired: Andachi
    Banished: a few
    Examined: None
    Random Card(s) Used: a weapon
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: 1d4 force damage from Kess turn
    Random Roll: 1d4 ⇒ 3 draw hellknight plate for 2 damage and discard Moon Maiden Armor for last point
    display plate armor and Recharge The Peacock for Kess' check

    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 7- The Carnival
    Hour Rules: All damage is Mental damage that cannot be reduced.

    SOT: Quinn begins his turn examining the top card of his location: Dancing Dagger
    Give Card: None
    Move: Stay at Arsenal
    Location Powers: On your combat check, add 1 for each weapon played.

    Dancing Dagger:

    CotCT Weapon 6
    Traits: Finesse Knife Magic Melee Piercing Ranged
    To Acquire: Strength Dexterity Melee Ranged Stealth 17
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3. On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Will recharge The Third Eye to use Knowledge+6 against finesse weapon
    Knowledge Check DC 17: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22 Success

    Will discard Fate-Reader Lense to examine/reorder Mountain
    Mountain Card 1: Evidence TRIGGER

    Evidence:

    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.

    Includes non-combat bonus; will discard the Marriage to bless and add Kess int die
    Perception Check DC 10+6=16: 1d8 + 3 + 1d4 + 1d8 + 1d8 + 1d6 ⇒ (5) + 3 + (1) + (4) + (3) + (2) = 18 Success; heal 1
    Quinn is healed for 1: (The Twin). Deck shuffled.
    Mountain card 2: Roc
    I wouldn't expect a Roc anywhere but the top of a mountain...
    Mountain card 2: Benefaction

    Quinn Ends his turn examining the top card of his location: Andachi

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Serithtial, Dancing Dagger, Dust of Revealing, The Carnival, Dream Spider, The All-Seeing Eye, The Peacock, Fortune-teller,

    Displayed: Wyvern Poison, Hellknight Plate,
    Deck: 10 Discard: 3 Buried: 1
    Hero Points: 5
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Twin, Jasan Adriel, Third Eye, w3Blackjack's Rapier, Leech, w2Venomous Dagger, Cerulean Mastermind, Zellara's Harrow Deck, Elixir of Focus, Gem of Mental Acuity
    Recharged:
    Discard Pile: Moon Maiden Armor, Fate-reader Lenses, The Marriage,
    Buried Pile: Thieves' Tools,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Arsenal
    Acquired: Dagger of Dancing
    Banished: Evidence at Mountain
    Examined: few
    Random Card(s) Used: None
    Displayed: Mountain Evidence
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 3 - Lamashtu's Madness
    Hour Rules: On your check against a monster, add 1. Damage suffered from monsters is increased by 1.

    SOT: Quinn begins his turn examining the top card of his location: Arsenal Shoanti Barbarian Hide
    Give Card: None
    Move: Stay at Arsenal, recharge fortune-teller and pick boon

    Shoanti Barbarian Hide:

    CotCT Armor 4
    Traits: Light Armor Respect
    To Acquire: ConstitutionFortitudeSurvival 12
    Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.

    Constitution Check DC 12: 1d6 + 0 ⇒ (2) + 0 = 2 None
    End of Move step use Third Eye to examine - Hellknight Plate

    Location Powers: On your combat check, add 1 for each weapon played.

    Quinn will use Free Explore to encounter Armor

    Hellknight Plate:

    CotCT Armor 6
    Traits: Heavy Armor Magic
    To Acquire: Constitution Diplomacy Fortitude 13
    Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * On your combat or Diplomacy check, you may discard to add 1d10.

    Will recharge mastermind and bury thieves tools to add knowledge
    Includes non-combat bonus and harrow bonus
    Diplomacy Check DC 13: 1d6 + 2 + 1d4 + 1d10 + 6 + 1d4 ⇒ (4) + 2 + (1) + (5) + 6 + (2) = 20 Success

    Will discard The Twin to explore

    Bottled Lightning:

    CotCT Item 4
    Traits: Alchemical Attack Electricity Liquid Ranged
    To Acquire: Intelligence Craft 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 If proficient, you may succeed at a Craft 14 check to recharge this card.

    Intelligence Check DC 12: 1d10 + 4 ⇒ (2) + 4 = 6 No Success

    Will display wyvern poison and hellknight plate

    Quinn Ends his turn examining the top card of his location: Verminbane Warhammer

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Serithtial, Third Eye, The Carnival, The Peacock, Moon Maiden Armor, Dust of Revealing, Fate-reader Lenses, The Marriage,

    Displayed: Wyvern Poison, Hellknight Plate,
    Deck: 11 Discard: 1 Buried: 1
    Hero Points: 5
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dream Spider, The All-Seeing Eye, Leech, Elixir of Focus, Zellara's Harrow Deck, Gem of Mental Acuity, w2Venomous Dagger, Jasan Adriel
    Recharged: w3Blackjack's Rapier, Fortune-teller, Cerulean Mastermind,
    Discard Pile: The Twin,
    Buried Pile: Thieves' Tools,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Arsenal
    Acquired: Plate Armor
    Banished: Hide Armor and Bottled Lightning
    Examined: a few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-6B: Assault on Castle Korvosa

    Starting Location Arsenal with Kess
    Loot

    CotCT-4D will put Shock Kukri into box and add Serithial into my deck
    CotCT-4: will put Glamered Armor into box and put Moon Maiden armor into my deck
    Starting Hand - Favored Card Item
    5-6F Reward - Will draw an extra card, then recharge a card

    5-6F:
    Assign reward 5-6F from Jirelle 12789-1006
    Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.

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

    ADVENTURE Path REWARD:

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

    Quinn wrote:

    Hand: w1Serithtial, Thieves' Tools, Third Eye, Wyvern Poison, Fortune-teller, Cerulean Mastermind, The Twin, The Carnival, The Peacock,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 5
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): w2Venomous Dagger, Elixir of Focus, The Marriage, Dust of Revealing, Dream Spider, Moon Maiden Armor, Leech, Zellara's Harrow Deck, Fate-reader Lenses, Gem of Mental Acuity, The All-Seeing Eye, Jasan Adriel
    Recharged: w3Blackjack's Rapier,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-6A: Rebellion in Korvosa

    Rewards:

    Scenario Reward
    Rally the supporters Guildmaster Boule, Marcus Endrin and Sabina Merrin.

    Adventure Reward
    N/A

    Tier/XP 6.0->6.1
    Will spend hero point on Card Feat Item (Elixir of Focus)
    Hero Points (Prior + Gained - Used = Current)
    5+1-1=5

    Loot rolls
    None Needed

    Deck Upgrades
    Item 6 (Third Eye), Item 2 from Card Feat (Elixir of Focus)
    Banished Cards: Elixir of Focus
    Holes Filled: None
    Removed: None

    Planned Loot for next scenario add Serithial and Moon Maiden Armor


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn will choose to fail dex/acrobatics check and will take 1d4 acid damage and become wounded.
    Acid Damage: 1d4 ⇒ 1 reveal Shield to reduce to 0


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Will assume dragon will be top card and rest shuffled, MM post had issues but summary is did not defeat Koriantu and must uncheck supporter

    Will recharge leech to possibly heal
    Random Roll: 1d4 - 1 ⇒ (3) - 1 = 2
    Quinn is healed for 2: (Dream Spider, The Peacock). Deck shuffled.
    Will recharge Dust of Revealing to see dragon and choose not to encounter
    Time to get the stage set for victory...
    Will discard the Theater to examine dragon and not encounter and and also allows me to draw random (only) ally from discard (Formian Myrmidon)..Since hour is harrow, Theater is recharged

    Quinn Ends his turn examining the top card of his location: dragon

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • At the start of the scenario and when a non-Veteran story bane from a location is undefeated, uncheck a rallied supporter.
  • When you close your location, before banishing its cards, search it and shuffle each of its non-Veteran story banes into a random other location.
  • When you defeat and corner a villain , display it next to the scenario. When you display the second villain, add the new location Plaza and shuffle the villain Dragon (Zarmangarof) into it; the Dragon always rolls Acid. To win, defeat and corner the Dragon.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand discarding Thieve's Tools and Fuse Grenade.

    "

    Quinn wrote:

    Hand: w1Serithtial, Gem of Mental Acuity, Formian Myrmidon, The Carnival, Cerulean Mastermind, Kazavon's Shield, Zellara's Harrow Deck, The Queen Mother,

    Displayed: Wyvern Poison,
    Deck: 13 Discard: 3 Buried: 3
    Hero Points: 5
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): w2Venomous Dagger, Venster Arabasti, The Marriage, The Peacock, Dream Spider, Jasan Adriel, w3Blackjack's Rapier, Leech, The Uprising, Skoan-quah Boneslayer, Moon Maiden Armor
    Recharged: Dust of Revealing, The Theater,
    Discard Pile: Fate-reader Lenses, Thieves' Tools, Fuse Grenade,
    Buried Pile: Blackjack's Gear, Red War Paint, Fortune-teller,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Plaza
    Acquired: Formian Myrmidon, Fuse Grenade
    Banished: None
    Examined: Lots
    Random Card(s) Used: a few
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: Healed for 4 by Kess
    Mother Myrtle's turn was processed but not shown yet...to correct soon

    Quinn is healed for 4: (The Queen Mother, Skoan-quah Boneslayer, Zellara's Harrow Deck, The Marriage). Deck shuffled.

    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 19 - The Marriage
    Hour Rules: At the start of your turn, summon and encounter an ally.

    Formian Myrmidon:

    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Will recharge Jasan Adriel to add 1d6
    Knowledge Check DC 15: 1d10 + 6 + 1d6 ⇒ (10) + 6 + (2) = 18 Success

    SOT: Quinn begins his turn examining the top card of his location: Fuse Grenade
    Give Card: None
    Move: Stay at Plaza
    Location Powers: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.

    Will encounter either Fuse Grenade or Bottled Lightning..choose Fuse Grenade

    Fuse Grenade:

    CotCT Item 6
    Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged
    To Acquire: Intelligence Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY If proficient, you may succeed at a Craft 16 check to recharge this card.

    Intelligence Check DC 14: 1d10 + 4 ⇒ (4) + 4 = 8 Not quite..discard Formian Myrmidon to change int roll to a 10 for success

    Will ask Zetha to use Augury for Monsters...
    Dragon
    Ring of Energy Resistance
    Pegg and Louie

    Assume group will want to top deck dragon but we may want to see what upgrades folks want since item 6 is known. Pausing for now


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: healed for 1 and drained removed..Quinn already acquired Venster...Kess' ally acquired is Landshark Whelp:

    Landshark Whelp:

    Ally
    Traits: Aberration
    To Acquire: Wisdom Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 15 - Benefaction
    Hour Rules: None

    SOT: Quinn begins his turn examining the top card of his location: Tisharue
    Will then recharge Dust of Revealing to have Kess encounter Tisharue
    MM needs to perform guard check and encounter danger
    Random Roll: 1d2 ⇒ 1 Another Red Mantis Assassin

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    MM Perception Check DC 4+6=10: 1d12 + 4 ⇒ (7) + 4 = 11 Success
    Will reveal staff of greater necromancy and discard Dragon's Breath and add poison and d12.
    MM Arcane Check DC 10+12+4=26: 4d12 + 4 ⇒ (7, 6, 1, 9) + 4 = 27 Success and draws death touch from discard

    Tisharue (Known):

    CotCT Story Bane 6
    Type: Monster
    Traits: Elf Fighter
    To Defeat: Combat 26
    Before acting, suffer 1d4 Fire damage. If undefeated, shuffle a barrier into each location.

    Location adds 1 to fire damage
    Random Roll: 1d4 + 1 ⇒ (1) + 1 = 2 2 fire damage..assume for now Kess buries armor but may want to keep for dragon

    Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6,Kess.Ally recharge(Landshark Whelp) (AD4)) +1d4+4
    Melee Combat Check DC 26: 1d10 + 6 + 1d12 + 2d6 + 1d4 + 4 ⇒ (8) + 6 + (1) + (2, 5) + (1) + 4 = 27 Success; heals a card and may heal an ally but doesn't have one
    Kess and Quinn move to Plaza.

    Give Card: None
    Move: stay at plaza
    Location Powers: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.

    Free Explore - Greater Bolstering Armor or Mantle of Faith..will keep as former

    Greater Bolstering Armor:

    CotCT Armor 6
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 14
    Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards. * When you suffer any damage, you may bury to reduce it to 0.

    Constitution Check DC 14: 1d6 + 0 ⇒ (6) + 0 = 6 No Success

    Will recharge Leech to try for a heal
    Random Roll: 1d4 - 1 ⇒ (3) - 1 = 2 TBD
    Forgot to proc Harrow deck from prior and don't want to move rolls around.
    Includes non-combat bonus
    Perception Check DC 12: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6 discarded
    Quinn is healed for 2: (The Theater, Venster Arabasti). Deck shuffled.
    Will discard Skan-quah Boneslayer to explore adding d6 dex and survival

    Orc Rager:

    CotCT Monster 2
    Traits: Barbarian Orc Veteran
    To Defeat: Combat 10+##
    Before acting, suffer 1d4 Combat damage.

    Combat Damage: 1d4 ⇒ 1 will draw armor to hand
    Will reveal Serithtial
    If story bane add 2d6
    Recharge armor to use Knowledge+4
    Acrobatics INT KNOW Combat Check DC 10+12=22: 1d10 + 6 + 1d12 + 4 + 4 ⇒ (9) + 6 + (1) + 4 + 4 = 24
    Monster Defeated

    Will display Wyvern poison

    Quinn Ends his turn examining the top card of his location: Keen Spiked Chain

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • At the start of the scenario and when a non-Veteran story bane from a location is undefeated, uncheck a rallied supporter.
  • When you close your location, before banishing its cards, search it and shuffle each of its non-Veteran story banes into a random other location.
  • When you defeat and corner a villain , display it next to the scenario. When you display the second villain, add the new location Plaza and shuffle the villain Dragon (Zarmangarof) into it; the Dragon always rolls Acid. To win, defeat and corner the Dragon.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Serithtial, Jasan Adriel, Thieves' Tools, The Carnival, Gem of Mental Acuity, Dust of Revealing, Leech, The Theater,

    Displayed: Wyvern Poison,
    Deck: 7 Discard: 7 Buried: 3
    Hero Points: 5
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cerulean Mastermind, w2Venomous Dagger, w3Blackjack's Rapier, The Uprising, Kazavon's Shield, Venster Arabasti
    Recharged: Moon Maiden Armor,
    Discard Pile: The Peacock, Dream Spider, The Marriage, Fate-reader Lenses, The Queen Mother, Zellara's Harrow Deck, Skoan-quah Boneslayer,
    Buried Pile: Blackjack's Gear, Red War Paint, Fortune-teller,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Plaza
    Acquired: None
    Banished: A few
    Examined: Keen Spiked Chain
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: MM discards Dragon Breath and draws Death Touch
    Kess takes 2 fire damage, recharges Landshark Whelp and heals 1

    Actions needed by other Player(s): Kess is moved to new location


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 11 - Iomedae's Justice
    Hour Rules: On your check against an Outsider card, add 1d4.

    SOT: Quinn begins his turn examining the top card of his location: Mother of Thorns (I verified I shuffled)
    Give Card: None
    Move: Stay at Cell

    Mother of Thorns:

    CotCT Story Bane 6
    Type: Monster
    Traits: Outsider Rogue
    To Defeat: Wisdom 10 THEN Combat 22
    Immune to Poison. Resistant to Cold and Electricity. Before acting, suffer the scourges Drained and Frightened. If undefeated, suffer the scourges Poisoned and Wounded.

    I become Drained and Frightened.
    I am starting to think these conditions are normal everyday occurrences...

    For Wisdom check, I will recharge Cerulean Mastermind and bury Red War Paint. to add knowledge skill

    Wisdom Check DC 10: 1d8 + 1 + 1d10 + 6 - 2 ⇒ (8) + 1 + (9) + 6 - 2 = 22 Success

    Will reveal Serithtial
    If story bane add 2d6
    Recharge Kazavon's shield to use Knowledge+6
    Acrobatics INT KNOW Combat Check DC 22: 1d10 + 6 + 1d12 + 4 + 6 + 2d6 - 4 ⇒ (2) + 6 + (4) + 4 + 6 + (4, 2) - 4 = 24
    Monster Defeated

    To close Cell, I bury fortune-teller and draw an ally -

    Skoan-quah Boneslayer:

    Ally
    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.

    Koriantu is shuffled to random location and I remove Frightened.
    Random Roll: 1d2 ⇒ 2 Oubliette
    Kess and Quinn go to base

    Quinn Ends his turn examining the top card of his location: Oubliette Koriantu

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • At the start of the scenario and when a non-Veteran story bane from a location is undefeated, uncheck a rallied supporter.
  • When you close your location, before banishing its cards, search it and shuffle each of its non-Veteran story banes into a random other location.
  • When you defeat and corner a villain , display it next to the scenario. When you display the second villain, add the new location Plaza and shuffle the villain Dragon (Zarmangarof) into it; the Dragon always rolls Acid. To win, defeat and corner the Dragon.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Serithtial, Skoan-quah Boneslayer, The Carnival, Wyvern Poison, Zellara's Harrow Deck, Thieves' Tools, Leech, Dust of Revealing,

    Displayed: Moon Maiden Armor,
    Deck: 7 Discard: 7 Buried: 3
    Hero Points: 5
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B // Quinn has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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


    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): w2Venomous Dagger, The Uprising, Jasan Adriel, Gem of Mental Acuity
    Recharged: w3Blackjack's Rapier, Cerulean Mastermind, Kazavon's Shield,
    Discard Pile: The Peacock, The Theater, Dream Spider, The Marriage, Venster Arabasti, Fate-reader Lenses, The Queen Mother,
    Buried Pile: Blackjack's Gear, Red War Paint, Fortune-teller,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: OUbliette
    Acquired: Skoan Ally
    Banished: lots at Cell
    Examined: Koriantu at Oubliette
    Random Card(s) Used: ally 1
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Kess moved to Oubliette


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: Kess handed over Blackjack Gear and prevented a Before acting with Cloud Puff
    Discard Venster to draw Kess' blessing - The Queen Mother

    The Queen Mother:

    CotCT Blessing 1
    Traits: Harrow Suit: Stars Veteran
    When this is the hour: Your Knowledge check is blessed. To Acquire: Wisdom Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1. Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 7 - Iomedae's Justice
    Hour Rules: On your check against an Outsider card, add 1d4.

    SOT: Quinn begins his turn examining the top card of his location: Barracks Card: Wyvern
    Will recharge Dust of Revealing and have Kess encounter Wyvern

    Wyvern:

    CotCT Monster 4
    Traits: Dragon
    To Defeat: Combat 18 OR Survival 12
    Damage suffered from this monster may not be reduced. Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

    Will let Kess handle fortitude check..he can either bank on healing 1 to remove curse or recharge an ally for the check
    Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6..location adds d4
    Melee Combat Check DC 18: 1d10 + 6 + 1d12 + 2d6 + 1d4 ⇒ (5) + 6 + (12) + (4, 1) + (1) = 29 Success; Kess heals 1 (or removes poisoning..see above)

    Will discard fate-reader lenses to examine/reorder cards
    Barracks Deck 2: The Inquisitor
    Barracks Deck 3: Kazavon's Shield
    Barracks Deck 4: Phantasmal Apparition TRIGGER - will encounter and leave order same

    Lenses would be very useful now...

    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.

    Includes non-combat bonus and will bury gear to add perception
    Perception Check DC 4+6=10: 1d8 + 3 + 1d4 + 1d8 + 3 ⇒ (2) + 3 + (2) + (1) + 3 = 11 Success; heal 1
    Quinn is healed for 1: (Moon Maiden Armor). Deck shuffled.
    That was quite unexpected...

    Give Card: None
    Location Powers: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    Move: Stay at Barracks, recharge fortune-teller and choose boon

    If diplomacy is used: 1d4 ⇒ 1 TBD

    The Inquisitor:

    CotCT Blessing 1
    Traits: Harrow Suit: Books Veteran
    When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances.

    Includes non-combat bonus
    Intelligence Check DC 4+6=10: 1d10 + 4 ⇒ (5) + 4 = 9 No Success

    Now free first explore

    Kazavon's Shield:

    CotCT Armor 6
    Traits: Loot Magic Offhand Shield
    To Acquire: Constitution Divine Fortitude 12
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter.

    Will banish Elixir of Focus to add Intelligence skill to check and bless with The Queen Mother
    Constitution Check DC 12: 1d6 + 1d10 + 4 + 1d6 ⇒ (3) + (1) + 4 + (4) = 12 2 more is added;Success

    Will recharge leech to try and heal
    Random Roll: 1d4 - 1 ⇒ (2) - 1 = 1
    Quinn is healed for 1: (The Carnival). Deck shuffled.

    Quinn Ends his turn examining the top card of his location: Verminbane Warhammer

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • At the start of the scenario and when a non-Veteran story bane from a location is undefeated, uncheck a rallied supporter.
  • When you close your location, before banishing its cards, search it and shuffle each of its non-Veteran story banes into a random other location.
  • When you defeat and corner a villain , display it next to the scenario. When you display the second villain, add the new location Plaza and shuffle the villain Dragon (Zarmangarof) into it; the Dragon always rolls Acid. To win, defeat and corner the Dragon.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand. Will display moon maiden armor on Kess turn

    "

    Quinn wrote:

    Hand: Serithtial, w3Blackjack's Rapier, Kazavon's Shield, Wyvern Poison, Fortune-teller, Cerulean Mastermind, The Carnival,

    Displayed: Moon Maiden Armor,
    Deck: 8 Discard: 7 Buried: 1
    Hero Points: 5
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B // Quinn has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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

    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: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Uprising, Dust of Revealing, Zellara's Harrow Deck, Thieves' Tools, Leech, Gem of Mental Acuity, w2Venomous Dagger, Jasan Adriel
    Recharged:
    Discard Pile: The Peacock, The Theater, Dream Spider, The Marriage, Venster Arabasti, Fate-reader Lenses, The Queen Mother,
    Buried Pile: Blackjack's Gear,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Barracks
    Acquired: The Queen Mother, Kazavon's Shield
    Banished: Wyvern, Phantasmal Apparition, The Inquisitor
    Examined: Lots
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Kess needs to deal with Wyvern Before acting


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Finishing turn after guard and Villain encounter..Zetha doesn't even have any items to guard.

    Quinn Ends his turn examining the top card of his location: Verminbane Warhammer

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • At the start of the scenario and when a non-Veteran story bane from a location is undefeated, uncheck a rallied supporter.
  • When you close your location, before banishing its cards, search it and shuffle each of its non-Veteran story banes into a random other location.
  • When you defeat and corner a villain , display it next to the scenario. When you display the second villain, add the new location Plaza and shuffle the villain Dragon (Zarmangarof) into it; the Dragon always rolls Acid. To win, defeat and corner the Dragon.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: Serithtial, Venster Arabasti, Leech, Elixir of Focus, Fortune-teller, Fate-reader Lenses, w3Blackjack's Rapier, Dust of Revealing,

    Displayed:
    Deck: 8 Discard: 6 Buried: 0
    Hero Points: 5
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B // Quinn has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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

    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: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wyvern Poison, The Uprising, Zellara's Harrow Deck, Thieves' Tools, Cerulean Mastermind
    Recharged: w2Venomous Dagger, Gem of Mental Acuity, Jasan Adriel,
    Discard Pile: The Carnival, Moon Maiden Armor, The Peacock, The Theater, Dream Spider, The Marriage,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Barracks
    Acquired: Venster Arabasti
    Banished: lots
    Examined: lots
    Random Card(s) Used: a few
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Kess moved to Barracks


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: Unchecked Krojun Eats-What-He-Kills for beginning of scenario; discarded the Carnival for MM's check..Mother Myrtle moved to Dungeons
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 3 - Sands of the Hour
    Hour Rules: None

    SOT: Quinn begins his turn examining the top card of his location: Arsenal Card 1: Cinnabar
    Give Card: None
    Move: Stay at Arsenal
    Location Powers: On your combat check, add 1 for each weapon played.

    Cinnabar:

    CotCT Story Bane 4
    Type: Monster
    Traits: Assassin Human
    To Defeat: Combat 22 THEN Combat 22 OR Diplomacy 11
    Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount. If defeated by a Diplomacy check, draw a new ally and examine the top card of each location.

    For time being, will assume that Zetha does not bury card but MM may decide to guard..putting following in spoiler.

    Villain Encounter

    Spoiler:
    The master assassin is VERY thorough
    Random Roll: 1d6 ⇒ 6 6 is added
    Draw armor to hand to reduce by 2...discard armor, The Peacock, The Theater, Dream Spider
    Will recharge Gem to use Int die for Diplomacy, The marriage to bless and add Kess diplomacy die (d8) and recharge Jasan to add d6.

    Includes non-combat bonus
    Diplomacy Check DC 11+6=17: 1d10 + 2 + 1d4 + 1d10 + 1d8 + 1d6 ⇒ (2) + 2 + (3) + (9) + (5) + (1) = 22 Success, I draw ally to hand and examine top card of each location

    Venster Arabasti:

    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

    Arsenal - Serithtial - that is being used as loot and missed..so Thundering Earthbreaker
    Bank of Abadar - Staff of Greater Healing
    Dungeons - Jasan Adriel
    Cell - Limning Starknife
    Oubliette - Kazavon's Iron Golem
    Barracks - Verminbane Warhammer

    No weapons or desire to swap out weapon for WPC

    Since Kess has something to pass to Quinn, both will move to Barracks.


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-6A: Rebellion in Korvosa

    Starting Location Arsenal
    Loot
    CotCT-7A will put The All-Seeing Eye into box and add The Uprising into my deck (unable to put Twin due to its harrow being Crowns)
    CotCT-4D will put Shock Kukri into box and add Serithial into my deck
    CotCT-4: will put Glamered Armor into box and put Moon Maiden armor into my deck
    Starting Hand - Favored Card Item
    5-6F Reward - Will draw an extra card, then recharge a card

    5-6F:
    Assign reward 5-6F from Jirelle 12789-1006
    Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.
    "
    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    "
    ADVENTURE Path REWARD:

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

    Will display armor at first available moment.

    "

    Quinn wrote:

    Hand: Serithtial, Gem of Mental Acuity, Dream Spider, Jasan Adriel, The Carnival, The Marriage, The Peacock, The Theater,

    Displayed: Moon Maiden Armor,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 5
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B // Quinn has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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

    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: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortune-teller, Wyvern Poison, Dust of Revealing, Zellara's Harrow Deck, w3Blackjack's Rapier, Leech, Cerulean Mastermind, Fate-reader Lenses, Elixir of Focus, Thieves' Tools, The Uprising
    Recharged: w2Venomous Dagger,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-5C: The Shrine of Midnight

    Rewards:

    Scenario Reward
    "A character gets the Loot spell Sadomasochism.
    In other scenarios in this adventure, if more than half of the characters have this reward, do not add the wildcard Unhallowed."

    Adventure Reward
    "A character gets the Loot weapon Serithtial.
    You may rally the supporter Shadowcount Sial; if you do, uncheck the supporter Laori Vaus from your rallied supporters. (A reminder; any supporter rallied by ANY player will end up in the Base, but you can only actually personally display supporters you CURRENTLY have checked off.) Quinn will rally Shadowcount Sial"

    Tier/XP 5.4->6.0
    Will bank hero point
    Hero Points (Prior + Gained - Used = Current)
    4+1-0=5

    Loot rolls
    None

    Deck Upgrades
    None
    Banished Cards: None
    Holes Filled: None
    Removed: None

    Planned Loot for next scenario add The Twin (CotCT-7A) and Serithial and Moon Maiden Armor


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    On Kess turn, Will send Harrow Deck to recovery to examine/reorder tower putting the villain on top.


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Mindful of wildcard Unhallowed

    Out of Turn Updates: each local character suffers the scourges Dazed, Drained, and Exhausted, then must succeed at a Dexterity or Acrobatics 13 check or suffer 1d4 Acid damage.
    Will recharge armor to add wisdom die and freely recharge discard Worldbreaker to bless twice and banish top blessing of hourglass (Sarenrae's Light- that could have been really helpful on my turn)

    Dexterity Check DC 13: 1d6 + 2d6 + 1d8 ⇒ (6) + (4, 5) + (6) = 21 Success

    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 19 - Incitation
    Hour Rules: None

    SOT: Quinn is dazed and cannot examine
    Give Card: None
    Move: Tower -> Base burying Wyvern poison
    Location Powers: None

    Will explore examining top 5 cards and take only one I have access to...Truthspeaker Akram..will then heal 1 and display Truthspeaker
    Quinn is healed for 1: (Djinn). Deck shuffled.

    Looks like I draw but can't play any others..I submitted a rule but for now will add to discard and leave them for now.

    rules:
    When a scenario includes the Base,
    shuffle all supporters rallied by at least one
    character into it. Each character may only
    play supporters they have rallied and
    may only use supporter feats they
    have gained.

    Will discard fortune-teller to examine top card and explore..
    Will add Thousand Bones to hand and heal 1
    Quinn is healed for 1: (The Twin). Deck shuffled.

    Quinn Ends his turn shuffling hand into deck and draw new hand and remove drained

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:
    SCENARIO 5C: The Shrine of Midnight

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.
  • 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.
    After you have won three scenarios, when you would corner and defeat the villain in the fourth, instead banish it and shuffle the villain Mithrodar the Chained into your location.
    When you would defeat Mithrodar the Chained, instead banish him and all locations, then add the new small location Tower and shuffle the villain Kleestad into it. When you would defeat Kleestad, instead banish him and recharge the villain Ildervok into the location. You win the scenario only when Ildervok is defeated.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: Gem of Mental Acuity, Djinn, Zellara's Harrow Deck, The Marriage, w2Venomous Dagger, Moon Maiden Armor, Cerulean Mastermind, Dust of Revealing,

    Displayed: Truthspeaker Akram,
    Deck: 3 Discard: 7 Buried: 7
    Hero Points: 4
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B // Quinn has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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

    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: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): w3Blackjack's Rapier, The Twin, Leech
    Recharged:
    Discard Pile: Dream Spider, Jasan Adriel, The Peacock, Fate-reader Lenses, The Worldbreaker, Fortune-teller, Thousand Bones,
    Buried Pile: The Owl, The Carnival, The Forge, Thieves' Tools, Ashbringer, Prayer, Wyvern Poison,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Base
    Acquired: Truthspeaker Akram
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Mindful of wildcard Unhallowed

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 15 - Sands of the Hour
    Hour Rules: None

    SOT: Quinn begins his turn examining the top card of his location: Truthspeaker Akram
    Give Card: None
    Will send harrow deck to recovery to examine/reorder:
    Tower Card 1: Djinn
    Tower Card 2: Shock Kukri
    Tower Card 3: Icy Prison

    Move: Base->Tower burying Ashbringer

    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.

    Will bury Prayer to bless
    Knowledge Check DC 12: 1d10 + 5 + 1d10 ⇒ (5) + 5 + (10) = 20 Success

    Will discard djinn to examine shock kukri and choose not to encounter and then explore

    Shock Kukri:

    CotCT Weapon 3
    Traits: Electricity Finesse Knife Magic Melee Slashing
    To Acquire: Strength Acrobatics Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Strength Check DC 12 with gem: 1d6 + 1d6 ⇒ (5) + (5) = 10 No Success

    Will discard lens to examine/reorder
    Card 1: Icy Prison
    Card 2: Kleestad
    Card 3: Wood Golem

    Quinn Ends his turn examining the top card of his location: Icy Prison

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:
    SCENARIO 5C: The Shrine of Midnight

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.
  • 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.
    After you have won three scenarios, when you would corner and defeat the villain in the fourth, instead banish it and shuffle the villain Mithrodar the Chained into your location.
    When you would defeat Mithrodar the Chained, instead banish him and all locations, then add the new small location Tower and shuffle the villain Kleestad into it. When you would defeat Kleestad, instead banish him and recharge the villain Ildervok into the location. You win the scenario only when Ildervok is defeated.
  • Quinn attempts to recover all cards in their Recovery pile.
    Includes non-combat and harrow bonus
    Perception Check DC 12: 1d8 + 3 + 1d4 + 1d4 ⇒ (8) + 3 + (3) + (4) = 18 Zellara's Harrow Deck is recharged
    Quinn resets their hand.

    [u]Summary[/u]
    Current Location: Tower
    Acquired: Djinn
    Banished: a few
    Examined: a few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn will move to Base burying a card to do so (Thieve's Tools)


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Mindful of wildcard Unhallowed

    Out of Turn Updates: Discarded Buried The Carnival for Kess; moved to Crypts when closed
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 11 - The Dance
    Hour Rules: When at least 3 types of boon are played on any check, a character may draw a card.

    SOT: Quinn begins his turn examining the top card of his location: Crypt Card 1: Lich
    Give Card: None
    Move: Crypt -> Shrine (Location is marked with entangle Will become entangled eot if not dealt with
    Location Powers: On your Divine checks, add 2.

    Locked Door:

    Core Barrier 1
    Traits: Lock Obstacle Veteran
    To Defeat: Strength Melee 10+# OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore.

    Includes non-combat bonus and reveal thieve's tools
    Disable Check DC 6+5=11: 1d10 + 5 + 1d4 + 1d8 ⇒ (7) + 5 + (3) + (6) = 21 Success; remove scourge from location (MM is still entangled) and heal 1 and may explore
    Quinn is healed for 1: (Fate-reader Lenses). Deck shuffled.

    The Forge:

    CotCT Blessing 1
    Traits: Harrow Suit: Hammers Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore.

    Will banish Elixir of Focus to add Quinn's intelligence to check
    Strength Check DC 4+5=9: 1d6 + 1d10 + 4 ⇒ (5) + (1) + 4 = 10 Success

    Will discard Jasan Adriel to examine/explore

    The Worldbreaker:

    Core Blessing 3
    Traits: Deity: Rovagug Divine
    When this is the hour: You may banish a random blessing from your discards to explore. To Acquire: Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location.

    Will banish Kess' rapier to acquire

    Will discard The Twin to explore..encountering Dire Lion..will evade, recharge and explore - Henchman Proxy A2

    Zombie Minions:

    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.

    Will reveal Venomous Dagger
    Recharge Worldbreaker to use Knowledge+3
    Recharge dagger to add d12 and poison to local check
    Stealth INT KNOW Combat Check DC 9: 1d10 + 5 + 1d4 + 2 + 3 ⇒ (4) + 5 + (2) + 2 + 3 = 16
    1st check automatically succeeded..Mother Myrtle will take 2nd check with burying The Forge and Tangleburn Bag
    Mother Myrtle Tangleburn Bag DC 11+10=21: 1d12 + 6 + 2d8 + 1d12 ⇒ (4) + 6 + (4, 6) + (5) = 25 Success; Mother Myrtle draws Dragon's Breath to hand

    Will attempt to close..recharging(discarding) The Peacock to bless
    Wisdom Check DC 5+5=10: 1d8 + 1 + 1d8 ⇒ (7) + 1 + (2) = 10 Success; draw blessing prayer

    Prayer:

    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Quinn will move to Oubliette as will Mother Myrtle

    Will recharge Leech to heal self
    Random Roll: 1d4 - 1 ⇒ (1) - 1 = 0 no heal

    Quinn Ends his turn examining the top card of his location: Mummy

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:
    SCENARIO 5C: The Shrine of Midnight

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.
  • 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.
    After you have won three scenarios, when you would corner and defeat the villain in the fourth, instead banish it and shuffle the villain Mithrodar the Chained into your location.
    When you would defeat Mithrodar the Chained, instead banish him and all locations, then add the new small location Tower and shuffle the villain Kleestad into it. When you would defeat Kleestad, instead banish him and recharge the villain Ildervok into the location. You win the scenario only when Ildervok is defeated.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w2Venomous Dagger, Thieves' Tools, Prayer, Fate-reader Lenses, Gem of Mental Acuity, Dust of Revealing, Ashbringer, Zellara's Harrow Deck,

    Displayed: Moon Maiden Armor,
    Deck: 7 Discard: 4 Buried: 3
    Hero Points: 4
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B // Quinn has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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


    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cerulean Mastermind, Fortune-teller, Wyvern Poison, The Marriage, w3Blackjack's Rapier
    Recharged: The Worldbreaker, Leech,
    Discard Pile: Dream Spider, Jasan Adriel, The Twin, The Peacock,
    Buried Pile: The Owl, The Carnival, The Forge,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Oubliette
    Acquired: 3 blessings
    Banished: all the cards at shrine
    Examined: a few
    Random Card(s) Used: Blessing 1
    Displayed: None
    Other Player(s) Resources Used: MM Tangleburn Bag
    Actions needed by other Player(s): MM draws dragons breath from discard and makes recovery check for tangleburn bag; MM is no longer entangled and moves to Oubliette


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Mindful of wildcard Unhallowed

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 7 - The Wind and the Waves
    Hour Rules: At the start of the turn, any character may recharge a card to move..Assuming group has no pressing need to move

    SOT: Quinn will not recharge a card for hour and begins his turn examining the top card of his location: Cathedral Card 1: Troll
    Will go ahead and discard Lense to examine/reorder top 3 cards of Repository (Kess may freely adjust)
    Repository card 3: Blue War Paint
    Repository card 2: Henchman
    Repository card 1: Returning Totem Spear

    Give Card: None
    Move: Stay at Cathedral and use fortune-teller to call out bane to encounter troll

    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.

    Will draw armor to hand for combat damage; assume that Mother Myrtle recharges her Magic Chain Mail
    Why am I carrying a scythe again?
    Because I thought it allowed me to use for my power which it doesn't.
    Will reveal Blackjack's Rapier
    Recharge Ashbringer to use Knowledge+6
    Add 2 for each 4 rolled
    Acrobatics INT KNOW Combat Check DC 8+10=18: 1d10 + 5 + 1d6 + 2 + 6 ⇒ (2) + 5 + (6) + 2 + 6 = 21
    First check done; Mother Myrtle does 2nd using Dragon's Breath choosing fire(vulnerable)
    Dragon Breath DC 10+10=20: 1d12 + 4 + 3d6 + 4 ⇒ (7) + 4 + (4, 6, 1) + 4 = 26 Success; troll is banished and Mother Myrtle draws Death's Touch to hand

    Location Powers: When you defeat a monster, heal a blessing.

    Will display Moon Maiden armor

    Normal explore - Henchman Proxy A4 Zombie Minion

    Zombie Minions:

    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.

    Will reveal Blackjack's Rapier
    Recharge Blackjack's Rapier to use Knowledge+4
    Add 2 for each 4 rolled
    Acrobatics INT KNOW Combat Check DC 9: 1d10 + 5 + 1d6 + 2 + 4 ⇒ (8) + 5 + (1) + 2 + 4 = 20
    Monster check automatically successful, Mother Myrtle will do 2nd check using Death's touch
    Death's Touch DC 11+10=21: 1d12 + 4 + 3d6 + 3 ⇒ (12) + 4 + (4, 6, 3) + 3 = 32 Success; I have no blessings in discard to heal and troll is banished Mother Myrtle doesn't have any cards in discard to draw

    Will bury The Owl to close; no blessings to heal
    Mother Myrtle moves to Shrine and Quinn mores to Repository
    "Mind if I borrow that blade strapped to your pack, Kess?"

    Quinn Ends his turn examining the top card of his location: already examined

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:
    SCENARIO 5C: The Shrine of Midnight

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.
  • 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.
    After you have won three scenarios, when you would corner and defeat the villain in the fourth, instead banish it and shuffle the villain Mithrodar the Chained into your location.
    When you would defeat Mithrodar the Chained, instead banish him and all locations, then add the new small location Tower and shuffle the villain Kleestad into it. When you would defeat Kleestad, instead banish him and recharge the villain Ildervok into the location. You win the scenario only when Ildervok is defeated.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w2Venomous Dagger, Elixir of Focus, Jasan Adriel, The Carnival, The Peacock, The Twin, Leech, Thieves' Tools,

    Displayed: Moon Maiden Armor,
    Deck: 9 Discard: 2 Buried: 1
    Hero Points: 4
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B // Quinn has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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


    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Marriage, Cerulean Mastermind, Dust of Revealing, Wyvern Poison, Gem of Mental Acuity
    Recharged: Zellara's Harrow Deck, Fortune-teller, Ashbringer, w3Blackjack's Rapier,
    Discard Pile: Dream Spider, Fate-reader Lenses,
    Buried Pile: The Owl,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Repository
    Acquired: None
    Banished: All cards remaining at Cathedral
    Examined: a few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: MM armor recharged, recovery checks needed for Dragon's breath and Death's Touch (though frankly I don't know why you even want to attempt to recharge them)
    Actions needed by other Player(s): MM moved to Shrine


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Mindful of wildcard Unhallowed

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Too soon...not enough to plan I am afraid
    Turn - Hour: 3 - The Hidden Truth
    Hour Rules: The first time you examine cards this turn, heal 1d4-1 cards.

    SOT: Will choose not to examine due to hour
    Give Card: None
    Move: Oubliette-> Cathedral
    Location Powers: When you defeat a monster, heal a blessing.

    Azer:

    Core Monster 1
    Traits: Elemental Fire Outsider Veteran
    To Defeat: Combat 11+##
    Immune to Fire. Vulnerable to Cold. After acting, suffer 1d4-1 Fire damage.

    Will reveal Blackjack's Rapier and reload wyvern poison to add d12
    Recharge Gem to use Knowledge+1
    Add 2 for each 4 rolled
    Acrobatics INT KNOW Combat Check DC 11+5+5=21: 1d10 + 5 + 1d6 + 2 + 1 + 1d12 ⇒ (10) + 5 + (2) + 2 + 1 + (7) = 27
    Strength Combat Check DC XX: 0d6 + 0d6 + 2 ⇒ (-) + (-) + 2 = 2
    Monster Defeated; no blessings to heal. Will assume that Mother Myrtle draws her blessing to hand from discard from her power
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Fire Damage: 1d4 - 1 ⇒ (1) - 1 = 0 None

    Will discard Dream Spider to explore adding d6 and mental to combat and cha checks

    Eternal Glyphs:

    CotCT Barrier 4
    Traits: Magic Trap
    To Defeat: Intelligence Knowledge 13 OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location.

    Includes non-combat bonus will recharge discard The peacock to bless
    Disable Check DC 12: 1d10 + 5 + 1d4 + 1d10 ⇒ (5) + 5 + (1) + (4) = 15 Success; heal 1 card
    Quinn is healed for 1: (The Peacock). Deck shuffled.

    Will go ahead and use Zellara's deck to examine/reorder cards (Kess may amend as needed):
    Oubliette Card 2 - Sands of the Hour
    Oubliette Card 3- Hungry Smoke
    Oubliette Card 1 - Madness Mist Trap

    I now get to heal some cards due to hour
    Random Roll: 1d4 - 1 ⇒ (1) - 1 = 0 None

    Quinn Ends his turn examining the top card of his location: Cathedral Card 1 - Sayona

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:
    SCENARIO 5C: The Shrine of Midnight

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.
  • 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.
    After you have won three scenarios, when you would corner and defeat the villain in the fourth, instead banish it and shuffle the villain Mithrodar the Chained into your location.
    When you would defeat Mithrodar the Chained, instead banish him and all locations, then add the new small location Tower and shuffle the villain Kleestad into it. When you would defeat Kleestad, instead banish him and recharge the villain Ildervok into the location. You win the scenario only when Ildervok is defeated.
  • Quinn attempts to recover all cards in their Recovery pile.
    Includes non-combat bonus, harrow bonus, and lenses
    Perception Check DC 12: 1d8 + 3 + 1d4 + 1d4 + 1d10 ⇒ (1) + 3 + (2) + (4) + (9) = 19 harrow deck is recharged

    Quinn resets their hand. Will display armor during Kess' turn

    "

    Quinn wrote:

    Hand: w3Blackjack's Rapier, Elixir of Focus, Fate-reader Lenses, The Carnival, Ashbringer, The Owl, Fortune-teller,

    Displayed: Moon Maiden Armor,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 4
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B // Quinn has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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


    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wyvern Poison, Dust of Revealing, Thieves' Tools, The Twin, Cerulean Mastermind, Gem of Mental Acuity, The Marriage, Jasan Adriel, Leech, w2Venomous Dagger, The Peacock
    Recharged: Zellara's Harrow Deck,
    Discard Pile: Dream Spider,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "

    [u]Summary[/u]
    Current Location: Cathedral
    Acquired: None
    Banished: 2 banes at Cathedral
    Examined: a few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): MM draws card into hand for monster being defeated


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-5C: The Shrine of Midnight

    Starting Location Oubliette
    Loot
    CotCT-7A will put The All-Seeing Eye into box and add The Twin into my deck
    CotCT-4D will put Shock Kukri into box and add Ashbringer into my deck
    CotCT-4: will put Glamered Armor into box and put Moon Maiden armor into my deck
    Starting Hand - Favored Card Item
    5-6F Reward - Will draw an extra card, then recharge a card

    5-6F:
    Assign reward 5-6F from Jirelle 12789-1006
    Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.
    "
    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    "
    ADVENTURE Path REWARD:

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

    "

    Quinn wrote:

    Hand: w3Blackjack's Rapier, Wyvern Poison, Zellara's Harrow Deck, Elixir of Focus, Fate-reader Lenses, Gem of Mental Acuity, Dream Spider, The Carnival, The Peacock,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 4
    Reroll last used: 5D/ HP last used: 4D/ draw used 4B // Quinn has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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


    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses adds d10 to anyones Perception
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Twin, Ashbringer, Thieves' Tools, Jasan Adriel, The Marriage, w2Venomous Dagger, Leech, Cerulean Mastermind, Moon Maiden Armor, Fortune-teller, Dust of Revealing
    Recharged: The Owl,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Intelligence+1
    Knowledge: Intelligence+1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom+2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    None
    POWERS:
    When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
    check before acting), add 1d4.
    ☑When you defeat a barrier, you may heal a card (□ or a weapon or an
    item).

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-5D: Ashbringer's Roost

    Rewards:

    Scenario Reward
    A character gets the Loot weapon Ashbringer.
    A character gets the Loot weapon Ukwar Axe (Reward for defeating Ukwar)
    In other scenarios in this adventure, if more than half of the characters have this reward, do not add the wildcard Deadly.

    Adventure Reward
    N/A

    Tier/XP 5.3->5.4
    Will bank hero point
    Hero Points (Prior + Gained - Used = Current)
    3+1-0=4

    Loot rolls
    None

    Deck Upgrades
    None
    Banished Cards: None
    Holes Filled: None
    Removed: None

    Planned Loot for next scenario add The Twin (CotCT-7A) and Ashbringer and Moon Maiden Armor

    1 to 50 of 263 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>