Seelah

Seelah, Light of Iomedae's page

37 posts. Alias of MauveAvengr.


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STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

1) Seelah will bank Hero Point (total 2)

2) Will gain the supporter feat on Trinia Sabor

3)Seelah will tier up. Will also be switching to my tier 3 Koren. Will make sure his deck handler is up to date.

4) Upgrade Preferences: Will take a Weapon 1 or Blessing 1 upgrade if no one else wants them.

5) Boon?

Boon!: 1d20 ⇒ 16


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Quinn - JohnF, Seelah - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry
Out of Turn Updates: N/a

[b]Turn: Turn 12 - The Locksmith

The Locksmith:
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Hour Power: On your check, you may recharge a card to replace all d4s with d8s

SOT: N/a
Move: Stay at Rooftop #4

Explore: Fugitive

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

Wisdom 4: 1d6 ⇒ 3

Difficulty Increase: 1d6 ⇒ 5

Discard top card of deck to add 1d4. Discard Magic Spiked Breastplate. Discard Prayer to bless check.

Diplomacy 6+5=11: 2d8 + 2 + 1d4 ⇒ (3, 6) + 2 + (2) = 13

Location closes automatically and we all move to Rooftop #5.

Quinn spots the fugitive again. Seelah spots him too and runs up. Hey dude. Stop where you're going. Theres five of us and one of you.. He nervously looks around and bolts off to more rooftops. Seelah lets out a big sigh and follows him

Will cast Cure on self.

Cure: 1d4 + 1 ⇒ (3) + 1 = 4

Heal Divine Insight, Heavy Shield, Prayer, and Orison

End Turn: Reset hand.

Recovery:

-Cure - Divine 8: 1d8 + 0 ⇒ (8) + 0 = 8

Seelah wrote:

Hand: Cold Iron Greatsword, Scythe, Divine Insight, Heavy Shield, War Drum,

Displayed: Half-Plate,
Deck: 7 Discard: 4 Buried: 0
Current Location: Rooftops
Hero Points: 0
Reroll: Not Used
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)
Divine Insight: +2d6 vs barrier
Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Keep, Orison, Warhammer, Sands of the Hour, Prayer 2, Pig
Recharged: Cure,
Discard Pile: The Rabbit Prince (Harrow), Teamster, Magic Spiked Breastplate, Prayer 1,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Quinn - JohnF, Seelah - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry
Out of Turn Updates: N/a

Turn: Turn 7 - The Vision

The Vision:
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.

Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

SOT: Examine Elixir of Love. Not a Magic card
Move: Stay at Rooftop #2

Explore: Elixir of Love

Elixir of Love:
Elixir of Love
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.

Intelligence 6: 1d4 ⇒ 2

Not acquired! Discard The Rabbit Prince to explore again. Since played Harrow, draw Teamster

Explore 2:

Random explore: 1d10 ⇒ 8

Haughty Nobles:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.

Due to location power, draw a new barrier. Encounter 1 and banish the other. Examine Mob of Undead

Mob of Undead:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

Banish Mob of Undead and encounter Haughty Nobles

Difficulty increases by 4 since at Urban location. Discard top card of deck to add 1d4. Discard Half-plate. Banish Divine Insight to Recovery to add 2d6 to check.

Diplomacy 6+1+4=11: 1d8 + 2 + 1d4 + 2d6 ⇒ (3) + 2 + (1) + (1, 4) = 11

Defeated! Can summon and encounter a boon. Encounter an Armor - Chain Shirt

Chain Shirt:
Chain Shirt
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Fortitude 4: 1d8 + 1 ⇒ (1) + 1 = 2

Not acquired. Oh well. Will discard Teamster to explore again.

Explore 3:

Random explore: 1d10 ⇒ 4 - reroll
Random explore: 1d10 ⇒ 4 - reroll
Random explore: 1d10 ⇒ 6

Mercenary:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.

Will reveal Cold Iron Greatsword to do Melee+1d12. Recharge War Drum to add 1d4.

Combat 10+1+1=11: 1d10 + 3 + 1d12 + 1d4 ⇒ (6) + 3 + (3) + (4) = 16

Defeated. Heal Half-plate

End Turn: Reset hand. Will draw and then display Half-plate

Recovery:

-Divine Insight - Divine 8: 1d8 + 0 ⇒ (6) + 0 = 6

Seelah wrote:

Hand: Cold Iron Greatsword, Scythe, Cure, Prayer 1,

Displayed: Half-Plate,
Deck: 6 Discard: 6 Buried: 0
Current Location: Rooftops
Hero Points: 0
Reroll: Not Used
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)
Cure
Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pig, Warhammer, Sands of the Hour, The Keep, Magic Spiked Breastplate
Recharged: War Drum,
Discard Pile: Orison, Heavy Shield, Prayer 2, The Rabbit Prince (Harrow), Divine Insight, Teamster,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)

Turn Summary:
Explored:
-Rooftop 2, Card 4 - Elixir of Love
-Rooftop 2, Card 8 - Haughty Nobles
-Rooftop 2, Card 6 - Mercenary


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Thanks! Didn't know that list existed.

Wight:
Wight
Monster 1
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR
Combat 10+##
Immune to Mental and Poison.

Before acting, suffer 1 Cold damage.

If undefeated, suffer the scourge Drained.

Suffer 1 Cold damage. Discard Orison. For fight, will revealCold Iron Greatsword to do Melee+1d12. Discard top card of deck to add 1d4. Discard Heavy Shield.

Combat 10+1+1=12: 1d10 + 3 + 1d12 + 1d4 ⇒ (1) + 3 + (8) + (3) = 15

Quinn defeated his Wight so Mob of Undead is defeated. Discard Prayer to explore again.

Explore 2: Caltrops

Caltrops:
Caltops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.

Dexterity 4: 1d6 ⇒ 1

End turn: Reset hand

Seelah wrote:

Hand: Cold Iron Greatsword, Cure, Divine Insight, War Drum, The Rabbit Prince (Harrow),

Displayed:
Deck: 9 Discard: 3 Buried: 0
Current Location: Tenement
Hero Points: 0
Reroll: Not Used
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)
Divine Insight: 2d6 vs barrier
Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scythe, Magic Spiked Breastplate, Prayer 1, Pig, Warhammer, Sands of the Hour, The Keep, Teamster, Half-Plate
Recharged:
Discard Pile: Orison, Heavy Shield, Prayer 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

No changes to deck.

Seelah wrote:

Hand: Cold Iron Greatsword, Cure, War Drum, Orison, Prayer 2, The Rabbit Prince (Harrow),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Crypt
Hero Points: 0
Reroll: Not Used
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)

Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pig, Divine Insight, Prayer 1, Scythe, Teamster, Warhammer, Half-Plate, Magic Spiked Breastplate, Sands of the Hour, The Keep, Heavy Shield
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)

Turn Order: Quinn - JohnF, Seelah - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry
Out of Turn Updates: Cannot help Quinn as he is at a distant location (Rooftop).

Turn: Turn 2 - Sands of the Hour

Sands of the Hour:
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.

Hour Power: No effect

SOT: N/a
Move: Stay at Tenement

Explore: Mob of Undead

Mob of Undead:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated

Quinn and Seelah both need to encounter a random Undead story bane, but don't see any. Will wait for update.


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Bank Hero Point (total 1)

Upgrades:

Blessing 1: 1d1000 ⇒ 157 Rolled low, wont take an upgrade

Boon?: 1d20 ⇒ 16


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Seelah will attempt to guard the Crypt. Will ask for Blessing of the Samurai from Brielle to bless check. Discard top card of deck to add 1d4. Discard Orison

Divine 5+1=6: 2d8 + 0 + 1d4 ⇒ (2, 3) + 0 + (1) = 6


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Seelah will bury The Midwife from the Accursed Priest then will bury Pig to avenge.

Accursed Priest:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.

Will reveal Scythe to do Melee+1d10. Discard The Keep to bless check (since it would get buried after anyways). Discard top card of deck to add 1d4. Discard Magic Spiked Breastplate.

Combat 11+1+1+3=16: 2d10 + 3 + 1d10 + 1d4 ⇒ (5, 2) + 3 + (1) + (2) = 13 - Will use Paizo reroll on the 1

combat 16: 5 + 3 + 3 + 1d10 + 2 ⇒ 5 + 3 + 3 + (3) + 2 = 16

Defeated.

Seelah wrote:

Hand: Scythe, Divine Insight,

Displayed: Half-Plate,
Deck: 4 Discard: 9 Buried: 2
Current Location: Crypt
Hero Points: 0
Reroll: USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)

Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cold Iron Greatsword, Sands of the Hour, Orison
Recharged: War Drum,
Discard Pile: Teamster, Prayer 1, Prayer 2, Heavy Shield, Cure, Warhammer, The Demon's Lantern (Harrow), Magic Spiked Breastplate, The Keep,
Buried Pile: The Midwife, Pig,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 15 - Calistria's Sting

Calistria's Sting:
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.

Hour Power: You may avenge by discarding a card.

SOT: N/a
Move: Stay at Crypt

Explore: Guard Dog

Guard Dog:
Guard Dog
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

Summon and encounter Swamp Ooze

Swamp Ooze:
Swamp Ooze
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.

Will reveal Warhammer to do Melee+1d8.

Combat 9: 1d10 + 3 + 1d8 ⇒ (8) + 3 + (2) = 13

Defeated so Guard Dog is defeated. Raheli must recharge an armor or suffer 1 Acid damage. Seelah will discard Warhammer as 1 Acid damage. Will recharge War Drum to heal Cold Iron Greatsword. Will discard The Demon's Lantern to explore again. Since playing Harrow, draw Half-Plate. Will display Half-Plate.

Explore 2: The Midwife

The Midwife:
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.

Divine 4+1=5: 1d8 + 0 ⇒ (5) + 0 = 5

End Turn: Reset Hand

Seelah wrote:

Hand: Scythe, Divine Insight, Pig, The Keep, The Midwife,

Displayed: Half-Plate,
Deck: 5 Discard: 7 Buried: 0
Current Location: Crypt
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)

Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sands of the Hour, Cold Iron Greatsword, Magic Spiked Breastplate, Orison
Recharged: War Drum,
Discard Pile: Teamster, Prayer 1, Prayer 2, Heavy Shield, Cure, Warhammer, The Demon's Lantern (Harrow),
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 10 - Incitation

Incitation:
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.

Hour Power: No effect

SOT: N/a
Move: Move to Graveyard

Explore: Henchman Proxy A1

Derro:
Derro
CotCT
Story Bane 1
Type:
Monster
Traits:
Dwarf
Rogue
To Defeat:
Combat 10
Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or discard a random card. If undefeated, suffer the scourge Dazed.

Fortitude 4: 1d8 + 1 ⇒ (2) + 1 = 3

Discard Prayer. For combat check, will reveal Warhammer to do Melee+1d8. Recharge Orison to bless. Discard top card of deck to add 1d4. Discard Heavy Shield.

Combat 10: 2d10 + 3 + 1d8 + 1d4 ⇒ (1, 2) + 3 + (3) + (1) = 10

Defeated. Now to close. Summon and encounter Zombie Minion.

Zombie Minion:
Zombie Minion
Core
Story Bane 1
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.

For first combat, will reveal Warhammer to do Melee+1d8. Discard top card of deck to add 1d4. Discard Cold Iron Greatsword.

Combat 9: 1d10 + 3 + 1d8 + 1d4 ⇒ (1) + 3 + (6) + (1) = 11

For second combat, will reveal Warhammer to do Melee+1d8. Discard top card of deck to add 1d4. Discard Cure.

Combat 11+1=12: 1d10 + 3 + 1d8 + 1d4 ⇒ (3) + 3 + (5) + (4) = 15

Defeated. Shuffle a new Undead monster into a random location.

Random Location: 1d4 ⇒ 2 -> Ossuary

Move back to Crypt

End Turn: Reset Hand

Seelah wrote:

Hand: Warhammer, Divine Insight, War Drum, Pig, The Demon's Lantern (Harrow),

Displayed:
Deck: 6 Discard: 6 Buried: 0
Current Location: Crypt
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)

Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Half-Plate, Magic Spiked Breastplate, The Keep, Sands of the Hour, Scythe
Recharged: Orison,
Discard Pile: Teamster, Prayer 1, Prayer 2, Heavy Shield, Cold Iron Greatsword, Cure,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Vreeg was defeated but managed to escape. Seelah will follow him to one of his possible locations (Crypt).

Seelah wrote:

Hand: Warhammer, War Drum, Orison, Prayer 2, The Demon's Lantern (Harrow),

Displayed:
Deck: 10 Discard: 2 Buried: 0
Current Location: Crypt
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)

Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pig, Cure, Scythe, Half-Plate, Divine Insight, The Keep, Magic Spiked Breastplate, Cold Iron Greatsword, Sands of the Hour, Heavy Shield
Recharged:
Discard Pile: Teamster, Prayer 1,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 5 - The Desert

The Desert:
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.

Hour Power: When you move during your move step, bury a card.

SOT: N/a
Move: N/a

Explore: Vreeg

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

Found the villain! If everyone wants to guard their locations. Will put fight into spoilers.

Villain fight:

BYA Fortitude 4: 1d8 + 1 ⇒ (8) + 1 = 9

For check to defeat, will discard top card of deck to add 1d4. Discard Teamster

Fortitude 6: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (4) = 6

For combat, Seelah will reveal Warhammer to do Melee+1d8. Will discard Prayer to bless check.

Combat 12: 2d10 + 3 + 1d8 ⇒ (4, 10) + 3 + (6) = 23

Not all locations have a character so Vreeg will escape. Will banish Body Part from location so will display it next to scenario. Seelah will move to Crypt.

End Turn: Reset hand

[ooc]Will post hand update when everyone is done.


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Sorry - thought I had submitted my post but I guess I forgot!

Seelah upgraded Throwing Axe into Cold Iron Greatsword. No loot!

Will start at the Dungeon!

Seelah wrote:

Hand: Warhammer, War Drum, Prayer 1, Orison, Prayer 2, The Demon's Lantern (Harrow),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Docks
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)

Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Keep, Scythe, Divine Insight, Cure, Half-Plate, Cold Iron Greatsword, Heavy Shield, Sands of the Hour, Teamster, Pig, Magic Spiked Breastplate
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Seelah will take a Skill Feat: STR +1

Upgrade Preferences:

Weapon 1: 1d1000 ⇒ 891
Blessing 1: 1d1000 ⇒ 908

Boon!: 1d20 ⇒ 1


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Seelah has to encounter Knivesies. Will ask for Quinn's Blessing of Abadar to bless twice.

Dexterity 7: 3d6 ⇒ (5, 3, 4) = 12

Knivesies is defeated! For the fight against Devargo Bavasi, Seelah will attempt a Diplomacy check. Banish Sage to add 1d4. Discard top card of deck to add 1d4. Discard War Drum. Will ask for Brielle's Blessing of the Gods to bless check.

Diplomacy 12: 2d8 + 2 + 1d4 + 1d4 ⇒ (1, 5) + 2 + (1) + (2) = 11

Will use Paizo reroll on the 1 on the d8.

Diplomacy 12: 1d8 + 5 + 2 + 1 + 2 ⇒ (4) + 5 + 2 + 1 + 2 = 14

Devargo Bavasi is defeated!! We win??


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 20 - The Snakebite

The Snakebite:
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

SOT: N/a
Move: N/a

Explore: Sage

Sage:
Sage
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.

Diplomacy 4: 1d8 + 2 ⇒ (5) + 2 = 7

Can attempt to close now! Recharge Pig to add 1d4 to Constitution check. Discard top card of deck to add 1d4. Discard Prayer

Fortitude 5+1=6: 1d8 + 1 + 1d4 + 1d4 ⇒ (7) + 1 + (3) + (4) = 15

Closed. Go to Base. Can summon the Danger now. Summon Devargo Barvasi

Devargo Barvasi:
Devargo Barvasi
CotCT
Story Bane 1
Traits:
Human
Rogue
To Defeat:
Combat 16 OR
Charisma Diplomacy 12
Before acting, a local character summons and encounters the story bane Knivesies. On your Charisma or Diplomacy check to defeat, you may banish any number of boons; add 1d4 for each one banished.

A local character must summon Knivesies. Will ask Brielle or Quinn if they want to fight as Seelah will have some struggle with the fight.

Knivesies:
Knivesies
CotCT
Story Bane 1
Traits:
Task
To Defeat:
Dexterity
Acrobatics
Ranged 7
On your check to defeat, you may recharge any number of Knife weapons; add 1d4 for each one recharged. If undefeated, suffer 1d4+1 Ranged Combat damage.

Pausing


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 15 - Sands of the Hour

Sands of the Hour:
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.

Hour Power: No effect

SOT: N/a
Move: Sling

Sling:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Dexterity 3: 1d6 ⇒ 4

Acquired! Discard Teamster to explore again.

Explore 2: Bound Imp

Bound Imp:
Bound Imp
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Divine 6: 1d8 + 0 ⇒ (8) + 0 = 8

Acquired! Recharge to draw a card. Draw Heavy Shield. Discard The Locksmith to explore again. Will chose not to draw a card for playing Harrow. But will give Sling to Brielle (will help with her rage).

Explore 3: Henchman Proxy B2

Evidence:
Evidence
CotCT
Story Bane 1
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 Keep to bless twice.

Wisdom 10+1=11: 3d6 ⇒ (5, 4, 5) = 14

Evidence is acquired!

End Turn: Reset Hand.

Examine top card of location. Examine Sage. Will leave Sage at Docks.

Seelah wrote:

Hand: Scythe, Warhammer, Heavy Shield, Cape of Escape, Pig,

Displayed: Half-Plate, Magic Spiked Breastplate,
Deck: 4 Discard: 8 Buried: 0
Current Location: Docks
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)

Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): War Drum, Prayer 1, Divine Insight
Recharged: Bound Imp,
Discard Pile: Cure, Throwing Axe, Prayer 2, Sands of the Hour, Orison, Teamster, The Locksmith (Harrow), The Keep,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 10 - Benefaction

Benefaction:
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.

Hour Power: No effect

SOT: Display Magic Spiked Breastplate
Move: Move to Docks

Explore: Cape of Escape

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

Harrow suit adds 1d4 to Dexterity non-combat checks. Discard Prayer to bless check.

Dexterity 8: 2d6 + 1d4 ⇒ (6, 5) + (4) = 15

Acquired! Will disacrd Sands of the Hour to examine top card of location and then optionally explore. Examine Henchman Proxy A6. Will explore.

Explore 2: Monstrous Spider

Monstrous Spider:
Monstrous Spider
CotCT
Story Bane 0
Traits:
Vermin
Veteran
To Defeat: Combat 10+##
Cannot be evaded. All damage is Poison. Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.

BYA Strength 3+1=4: 1d10 ⇒ 6

For combat check, will reveal Scythe to do Melee+1d10. Discard top card of deck to add 1d4. Discard Orison.

Combat 10+1+1=12: 1d10 + 2 + 1d10 + 1d4 ⇒ (10) + 2 + (10) + (1) = 23 10's count as 12's -> 25

Monstrous Spider has been defeated.

End Turn: Reset Hand.

Examine top card of location. Examine Reefclaw.

Reefclaw:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.

Put Reefclaw on top of Spider's Nest.

Seelah wrote:

Hand: Scythe, Teamster, Cape of Escape, The Keep, The Locksmith (Harrow),

Displayed: Half-Plate, Magic Spiked Breastplate,
Deck: 7 Discard: 5 Buried: 0
Current Location: Docks
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)
Locksmith: Acrobatics or Disable check, discard to bless twice.
Keep: check against a barrier or to close, discard to bless twice.
Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Insight, Heavy Shield, Pig, War Drum, Warhammer, The Real Rabbit Prince, Prayer 1
Recharged:
Discard Pile: Cure, Throwing Axe, Prayer 2, Sands of the Hour, Orison,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Need to update turn. Should've encountered Werewolf. Will discard The Real Rabbit Prince into a random character's discard to explore.

The Real Rabbit Prince: 1d5 ⇒ 1 -> Go into Raheli's discard

Werewolf:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.

Discard top card of deck to add 1d4. Discard Throwing Axe. Reveal Scythe to do Melee+1d10.

Combat 11: 1d10 + 2 + 1d10 + 1d4 ⇒ (4) + 2 + (3) + (4) = 13

Defeated. Will examine top card of deck. Examine Enhance.

Enchanch:
Enchance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Put Enchance on top of Spider Nest

Seelah wrote:

Hand: Scythe, Magic Spiked Breastplate, Prayer 2, Sands of the Hour, The Locksmith (Harrow),

Displayed: Half-Plate,
Deck: 10 Discard: 2 Buried: 0
Current Location: River
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)
Blessings
Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pig, Divine Insight, Teamster, The Keep, Heavy Shield, War Drum, The Real Rabbit Prince, Warhammer, Orison, Prayer 1
Recharged:
Discard Pile: Cure, Throwing Axe,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 5 - The Real Rabbit Prince

The Real Rabbit Prince:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Hour Power: At the start of your turn, draw this card (New hour is Calistria's Sting - You may avenge by discarding a card.)

SOT: Display Half-Plate
Move: Move to River

Explore: Sczarni Thief

Sczarni Thief:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.

Ranged Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2

Draw the displayed Half-Plate to reduce Combat damage by 2. For combat check, will reveal Scythe to do Melee+1d10. Discard top card of deck to add 1d4. Discard The Keep.

Combat 9+1+1=11: 1d10 + 2 + 1d10 + 1d4 ⇒ (4) + 2 + (9) + (1) = 16

Defeated. Display Half-Plate. Discard Prayer to examine top card then may explore. Examine Smoke Bomb

Explore 2: Smoke Bomb

Smoke Bomb:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.

Intelligence 7: 1d4 ⇒ 3

Not acquired. Discard Pig to explore again.

Explore 3: Spider Swarm

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

Will reveal Scythe to do Melee+1d10. Discard top card of deck to add 1d4. Discard War Drum.

Combat 10/14: 1d10 + 2 + 1d10 + 1d4 ⇒ (10) + 2 + (5) + (4) = 21 Treat the 10 as a 12 -> 23

Defeated. Since used Pig to explore, heal a card. Heal War Drum. Will cast Cure on self now.

Cure: 1d4 + 1 ⇒ (3) + 1 = 4

Heal all of discard.

End Turn: Reset Hand.

Recovery:

-Cure: Divine 8: 1d8 + 0 ⇒ (6) + 0 = 6

Seelah wrote:

Hand: Scythe, Prayer 2, Sands of the Hour, The Locksmith (Harrow), The Real Rabbit Prince,

Displayed: Half-Plate,
Deck: 11 Discard: 1 Buried: 0
Current Location: River
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)
Blessings
Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Orison, Heavy Shield, Prayer 1, Divine Insight, War Drum, Pig, Warhammer, The Keep, Teamster, Throwing Axe, Magic Spiked Breastplate
Recharged:
Discard Pile: Cure,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Due to the Hour Power, a local character must summon a Monstrous Spider and a Boggart. Seelah will encounter the Boggart.

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

Will ask Quinn to do first check.

Knowledge 4: 1d10 + 4 ⇒ (2) + 4 = 6

For combat check, will reveal Scythe to do Melee+1d10. Discard top card of deck to add 1d4. Discard Teamster.

Combat 10: 1d10 + 2 + 1d10 + 1d4 ⇒ (8) + 2 + (2) + (1) = 13

Summoned Boggart is defeated.


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Seelah has no loot. Upgraded Orison to The Keep.

Will start wherever Quinn starts.

Seelah wrote:

Hand: Scythe, Cure, Half-Plate, Pig, Prayer 2, The Locksmith (Harrow),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)

Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Keep, Divine Insight, Magic Spiked Breastplate, War Drum, Teamster, Orison, Sands of the Hour, Heavy Shield, Prayer 1, Throwing Axe, Warhammer
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Seelah will spend her Hero Point on a Card Feat: Blessing (and pick up up Orison).

Upgrade preferences:

Blessing 1: 1d1000 ⇒ 689

Boon?: 1d20 ⇒ 12


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: On Quinn's turn, discard top card of deck. Discard Magic Spiked Plate.

Turn: Turn 20 - The Big Sky

The Big Sky:
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.

Hour Power: At the start of your turn, you may remove 1 of your scourges.

SOT: N/a
Move: Move to Shop

Explore: Verik Vancaskerkin

Verik Vancaskerkin:
Verik Vancaskerkin
CotCT
Story Bane 1
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.

Will put this stuff in spoiler. Raheli/Enora needs to discard their hand to guard and Brielle needs to reveal an ally to guard. Both are doable I believe.

Villain fight:

BYA Ranged Combat damage: 1d4 ⇒ 2

Draw the displayed Half-Plate to reduce Combat damage by 2. For check, Seelah will attempt Diplomacy. Seelah will discard Orison to bless check. Seelah will discard top card of deck to add 1d4. Discard Prayer. Quinn will bury Sage's Journal to add his Knowledge (1d10+4). Evidence is displayed so add 1d8.

Diplomacy 11: 2d8 + 2 + 1d4 + 1d10 + 4 + 1d8 ⇒ (3, 2) + 2 + (2) + (2) + 4 + (1) = 16

Low roll, but I'll take it.

Seelah manages to convince the deserter Verik to stop associating with the Cow Hammer Boys and to come back to be court marshaled. Will be better for him in the long run - he'll be on the right side of history.

End Turn: Reset Hand.

Seelah wrote:

Hand: Scythe, Warhammer, Heavy Shield, Pig, The Inquisitor,

Displayed: Half-Plate,
Deck: 3 Discard: 8 Buried: 0
Current Location: Slaughterhouse
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)

Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Cricket, Divine Insight
Recharged: Throwing Axe,
Discard Pile: Prayer 1, Sands of the Hour, Teamster, Cure, Magic Spiked Breastplate, War Drum, Prayer 2, Orison,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Seelah will move to Tavern


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: On Quinn's turn, discard top card of deck. Discard Magic Spiked Plate.

Turn: Turn 15 - Cayden Cailean's Revelry

Cayden Cailean's Revelry:
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.

Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.

SOT: N/a
Move: Move to Slaughterhouse

Explore: The Inquisitor

The Inquisitor:
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.

Diplomacy 4+1=5: 1d8 + 2 ⇒ (1) + 2 = 3 - Will discard War Drum to reroll the 1 (from Hour Power)

Diplomacy 4+1=5: 1d8 + 2 ⇒ (6) + 2 = 8

Acquired!

End Turn: Reset Hand.

Seelah wrote:

Hand: Scythe, Heavy Shield, Pig, Orison, The Inquisitor,

Displayed: Half-Plate,
Deck: 5 Discard: 6 Buried: 0
Current Location: Slaughterhouse
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)

Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Warhammer, The Cricket, Prayer 2, Divine Insight
Recharged: Throwing Axe,
Discard Pile: Prayer 1, Sands of the Hour, Teamster, Cure, Magic Spiked Breastplate, War Drum,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 [ooc]☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 10 - The Avalanche

The Avalanche:
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

SOT: N/a
Move: Move to Abandoned Shack - Have to many combat cards in hand and there are no monsters at the office

The badger seems to have ran away. Time to go check out the shack again.

Explore: Henchman Proxy A3 - Cow-Hammer Boy

Thug (Cow-Hammer Boys):
Thug
CotCT
Story Bane 0
Traits:
Fighter
Human
To Defeat:
Combat 10+## OR
Charisma Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

BYA Melee 4+1=5: 1d10 + 2 ⇒ (5) + 2 = 7

Will attempt to fight. Reveal Scythe to do Melee+1d10. Recharge Throwing Axe to freely add 1d6.

Combat 10+1+1=12: 1d10 + 2 + 1d10 + 1d6 ⇒ (4) + 2 + (4) + (5) = 15

Defeated! To close location, summon and encounter danger. Summon Rioting Mob.

Rioting Mob:
Rioting Mob
CotCT
Story Bane 0
Traits:
Skirmish
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Will discard top card of deck to add 1d4. Discard Teamster.

Diplomacy 6+1=7: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8

Abandoned Shack is closed! Seelah and Raheli move to random other location. Six locations (assuming Base is location).

Seelah Movement: 1d6 ⇒ 2
Raheli Movement: 1d6 ⇒ 6

Seelah moves to Shop and Raheli moves to Office.

Will put Cure into recovery to heal cards.

Cure: 1d4 + 1 ⇒ (1) + 1 = 2

Heal Warhammer and The Cricket.

End Turn: Reset Hand.

Recovery:

-Cure Divine 8: 1d8 + 0 ⇒ (2) + 0 = 2

Seelah wrote:

Hand: Scythe, Heavy Shield, War Drum, Pig, Orison,

Displayed: Half-Plate,
Deck: 6 Discard: 4 Buried: 0
Current Location: Office
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)
War Drum: +1d4 on local combat check
Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Warhammer, The Cricket, Divine Insight, Magic Spiked Breastplate, Prayer 2
Recharged: Throwing Axe,
Discard Pile: Prayer 1, Sands of the Hour, Teamster, Cure,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 [ooc]☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: Discard top card of deck on Quinn's turn. Discard Prayer.

Display Half-Plate

Turn: Turn 5 - Incitation Using Raheli's Hour

Incitation:
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.

Hour Power: No effect

SOT: N/a
Move: Move to Abandoned Shack

Seelah is ready for combat! She charges into the shacks to fight some baddies

Explore: Dire Badger

Dire Badger:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

Will reveal Scythe to do Melee+1d10

Combat 11: 1d10 + 2 + 1d10 ⇒ (6) + 2 + (8) = 16

Combat damage: 1d4 ⇒ 3

Will draw Half-Plate to reduce Combat damage by 2. Discard Warhammer as 1 more Combat damage. Re-display Half-Plate.

Discard The Cricket to move to the Office, then explore. Since playing Harrow, draw a card. Draw Sands of the Hour.

Explore 2: Office Card #1 - Acid-spraying Skull

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

Harrow suit adds 1d4 to non-combat Dexterity checks.

Dexterity 4: 1d6 + 1d4 ⇒ (2) + (4) = 6

Defeated. Discard Sands of the Hour to examine location and may explore. Examine Brawl. Chose to explore.

Explore 3: Office Card #2 - Brawl

Brawl:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

No other local character.

Melee 4+1=5: 1d10 + 2 ⇒ (7) + 2 = 9

Brawl is defeated

Seelah heads over to the shacks and comes across a badger. It chases her away and she finds herself in an office. Though she managed to escape the rapid beast, another obstacle stands in her way. A human skull lays on the desk. She picks it up. She shouldn't had. It sprays some acid, but she quickly throws the skull away - not getting any acid on her.

End Turn: Reset Hand.

Seelah wrote:

Hand: Scythe, Throwing Axe, Cure, Heavy Shield, War Drum,

Displayed: Half-Plate,
Deck: 6 Discard: 4 Buried: 0
Current Location: Office
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)
Cure
Throwing Axe: (freely recharge) +1d6 to local combat check
War Drum: +1d4 on local combat check
Movement: Move to Office (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pig, Divine Insight, Teamster, Orison, Magic Spiked Breastplate, Prayer 2
Recharged:
Discard Pile: Prayer 1, Warhammer, The Cricket, Sands of the Hour,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Lets go shopping!

Seelah will start at the Shop.

Seelah wrote:

Hand: Warhammer, Scythe, Throwing Axe, Half-Plate, Cure, The Cricket,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Shop
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)
Blessing available
Movement: Move to Alley (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Insight, Orison, Teamster, War Drum, Heavy Shield, Prayer 2, Prayer 1, Sands of the Hour, Magic Spiked Breastplate, Pig
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Hey!

Seelah will take a Power Feat: Hand Size +1

Deck Upgrades:
Armor 1: 1d1000 ⇒ 998
Weapon 1: 1d1000 ⇒ 136

Boon Roll!: 1d20 ⇒ 2


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: Move to Office

Turn: Turn 20 - Torag's Power

Torag's Power:
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
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.

Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

SOT: N/a
Move: N/at
Explore: Gaedren Lamm and Gobblegut

Gaedren Lamm and Gobblegut:
Gaedren Lamm and Gobblegut
CotCT
Story Bane 0
Type: Monster
Traits:
AND
Animal
Aquatic
Human
Rogue
To Defeat:
Combat 13
OR Survival 8
THEN Combat 12
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

Dexterity 6: 1d6 ⇒ 5

Combat damage: 1d4 ⇒ 1

Recharge the displayed Leather Armor to reduce Combat damage by 1. For first combat check, Seelah will reveal Warhammer and freely recharge Throwing Axe to do Melee+1d8+1d6. For second combat check, Seelah will just reveal Warhammer. Will ask Quinn to bury Sage's Journal to add his Knowledge

Combat 13: 1d10 + 2 + 1d8 + 1d6 ⇒ (9) + 2 + (1) + (6) = 18

Combat 12: 1d10 + 2 + 1d8 + 1d10 + 4 ⇒ (9) + 2 + (5) + (7) + 4 = 27

Woohoo! Defeated the villain!

End Turn: Reset Hand.


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Seelah's Hour would have been The Traveller. Hour Power -> examine top card of location and may encounter it. Seelah would chose to encounter it. Encounter Plague Mask.

Plague Mask:
Plague Mask
CotCT
Item 0
Traits:
Accessory
To Acquire:
Intelligence
Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.

Intelligence 4: 1d4 ⇒ 4

Acquired. To make things easier, Seelah will just discard this at End of Turn. Also, Seelah had recharged Orison to to Hour being level 0. Since The Traveller is level 1, Orison is recharged instead.


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 15 - Prayer

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.

Hour Power: No effect

SOT: N/a
Move: Move to Boat
Explore: Crowbar

Crowbar:
Crowbar
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

Melee 3: 1d10 + 2 ⇒ (9) + 2 = 11

Auto-acquire. Discard Pig to explore again.

Explore 2: Acadamae Student

Acadamae Student:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.

Diplomacy 6: 1d8 + 2 ⇒ (7) + 2 = 9

Acquired! Discard to explore again.

Explore 3: Perplexing Text

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

Discard top card of deck to add 1d4. Discard Prayer. Recharge Orison to bless check.

Intelligence 7+1=8: 2d4 + 1d4 ⇒ (4, 3) + (2) = 9

Defeated! Draw new spell. Draw Acid Burst.

Acid Burst:
Acid Burst
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Meeting up with Brielle on the docks, Seelah comes across an academic. The scholar tells Seelah about a nearby boat that may have some information about the Lamm crew. Seelah says goodbye to Brielle and follows the scholar to the boat. "I found this" as the scholar hands over an almost indecipherable text. With a bit of work, they were able to decode it. A spell! But useless for Seelah. Maybe the scholar could make use of it. As they board the boat, Seelah takes a nearby crowbar and starts looking around.

End Turn: Reset Hand. Discard Acid Burst.

Seelah wrote:

Hand: Throwing Axe, Warhammer, Crowbar, Heavy Shield,

Displayed: Half-Plate, Leather Armor,
Deck: 10 Discard: 5 Buried: 0
Current Location: Boat
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (always available)
Blessing available
Movement: Move to Alley (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Demon's Lantern, Prayer 2, Soldier , Teamster, War Drum, Chain Mail, Scythe, Sands of the Hour
Recharged: Cure, Orison,
Discard Pile: Divine Insight, Pig, Acadamae Student, Prayer 1, Acid Burst,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 10 - The Crows

The Crows:
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.

Hour Power: When you would bury a boon, succeed at its check to acquire or banish it instead.

SOT: N/a
Move: Move to Reading Room (don't want to encounter the villain just yet)
Explore: Wounded Wanderer

Wounded Wanderer:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

Hour is Harrow so add 1 to check. Discard top card of deck to add 1d4. Discard Warhammer.

Divine 8: 1d8 + 0 + 1 + 1d4 ⇒ (7) + 0 + 1 + (4) = 12

Defeated. Summon and encounter an ally w/ Diplomacy. Summon Soldier

Soldier:
Soldier
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

Melee 4: 1d10 + 2 ⇒ (3) + 2 = 5

Acquired! Discard Soldier to explore again.

Explore 2: Henchman Proxy A3

Henchman Proxy A3:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Lamm's Lamb:
Lamm's Lamb
CotCT
Story Bane 0
Traits:
Skirmish
Task
To Defeat:
Constitution Fortitude 8 OR
Charisma Diplomacy 6
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

Discard Prayer to bless check. Add 1 from Markers and add 1 since hour is Harrow

Diplomacy 6: 2d8 + 2 + 1 + 1 ⇒ (1, 5) + 2 + 1 + 1 = 10

Defeated! Add 1 marker. Can attempt to close. Must summon and acquire a blessing. Summon Gozreh's Growth.

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

Discard top card of deck to add 1d4. Discard War Drum.

Divine 4+1=5: 1d8 + 0 + 1 + 1d4 ⇒ (3) + 0 + 1 + (1) = 5

Closed! Will heal a blessing. Heal The Demon's Lantern. Will move to Docks

Banish Cure to recovery to heal cards.

Cure: 1d4 + 1 ⇒ (4) + 1 = 5

Heal Prayer, Soldier, Pig, War Drum, and Warhammer.

End Turn: Reset Hand.

Recovery:

-Heal: Divine 8: 1d8 + 0 + 1 ⇒ (7) + 0 + 1 = 8

Seelah wrote:

Hand: Throwing Axe, Warhammer, Pig, Orison,

Displayed: Half-Plate, Leather Armor,
Deck: 11 Discard: 1 Buried: 0
Current Location: Dock
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Discard top card of deck to add 1d4 to LOCAL check (Always)
Blessing available
Movement: Move to Alley (or with another character)
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chain Mail, Soldier , The Demon's Lantern, Prayer 1, Prayer 2, Teamster, Scythe, Heavy Shield, War Drum, Sands of the Hour
Recharged: Cure,
Discard Pile: Divine Insight,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Out of Turn Updates: Banish Divine Insight to recovery.

Recovery: Divine 8: 1d8 + 0 ⇒ (1) + 0 = 1
Turn: Turn 5 - The Big Sky

The Big Sky:
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.

Hour Power: At the start of your turn, you may remove 1 of your scourges.

SOT: Display Half-plate.
Move: Stay at Office
Explore: Trapped Chest

Trapped Chest:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.

Will ask Quinn for Blessing of Abadar to bless check twice.

Melee 11+1=12: 3d10 + 2 ⇒ (2, 8, 7) + 2 = 19

Defeated! Summon armor. Encounter Leather Armor.

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

Fortitude 3: 1d8 + 1 ⇒ (3) + 1 = 4

Acquired! Will display.

Seelah enters the office. Just as she enters, Quinn comes in behind her. He points to a chest. Seelah walks up to it. Locked. Maybe trapped. She manages to rip open the top without setting off the trap. Inside is a nice piece of leather armor.

Discard The Demon's Lantern to explore again. Playing Harrow so will draw card. Draw Pig.

Explore 2: Elixir of Energy Resistance

Elixir of Energy Resistance:
Elixir of Energy Resistance
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.

Intelligence 5: 1d4 ⇒ 1

Auto-fail.

There was also an elixir inside the chest, but unfortunately it spilled and it's contents were lost.

Discard Pig to explore again.

Explore 3: Earthbreaker

Earthbreaker:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Melee 8: 1d10 + 2 ⇒ (1) + 2 = 3

No luck. End turn here.

An unidentifiable weapon laid in pieces on the desk of the office. Seelah tries to put it back together, but it keeps falling apart. [/ooc]

End Turn: Reset Hand.

Seelah wrote:

Hand: Throwing Axe, Cure, Orison, Prayer 1,

Displayed: Half-Plate, Leather Armor,
Deck: 8 Discard: 3 Buried: 0
Current Location: Office
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Divine Insight: 2d6 to defeat a barrier
Cure available
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

[i]Reloaded:

Middle of Deck (Unknown Order): Sands of the Hour, Chain Mail, Warhammer, Teamster, War Drum, Heavy Shield, Prayer 2, Scythe
Recharged:
Discard Pile: Divine Insight, The Demon's Lantern, Pig,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Seelah will start at the Office.

"Perhaps we'll find more information about this Lamm person's whereabouts in the office."

Seelah wrote:

Hand: Throwing Axe, Cure, Divine Insight, Half-Plate, The Demon's Lantern,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Office
Hero Points: 0
Reroll: NOT USED
NOTES:
Available Support: Divine Insight: 2d6 to defeat a barrier
Cure available
Other: Hi I'm Seelah! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scythe, Teamster, Chain Mail, War Drum, Prayer 2, Sands of the Hour, Pig, Warhammer, Heavy Shield, Orison, Prayer 1
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +0
Diplomacy: Charisma +2

Favored Card: Spell or Item
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Divine, Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (☐ 1d6) and the Magic trait. (☐ If you would discard an armor or blessing for this power, you may recharge it instead.) (☐ You may also do so if you would discard a spell for this power.)


STR d10 (melee+2) | DEX d6| CON d8 (fortitude+2) | INT d4 | WIS d6 | CHA d8 (divine+2; diplomacy+2) Deck Handler

Seelah here, checking in.



In scenario 2, scene B, it states:
"Act 2: At the start of your turn, each character must succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled. Then if Proxy A is displayed at your location, suffer 1 Combat damage; if Proxy B is displayed at your location, add 1 to your checks against banes this turn. Then display the proxy at the rightmost occupied location."

There is no mention of what to do with the proxy when that rightmost-occupied location closes (and thus leaves the game).
Does it hang out in limbo, if you will?
Or does it display at the new rightmost-occupied location?

Thanks!


Amiri has a power feat on her role card that allows her to explore after defeating a barrier. And a feat that allows her to move after her location closes.

Question is: If the henchman or villain is a barrier, and defeating them closes the location, can Amiri move and explore a different location using those two feats?

On first blush, it seems like it should. You cannot take the free explore until the encounter with the barrier is completely resolved, and resolving it includes closing the location. Do the latter, move, then do the former.

Thoughts? Thanks!

"At the end of your turn (□ or when your location closes), you may move."
"When your defeat a barrier, you may examine the top card (□ or top 3 cards) of you location deck. You may put any examined boons on the bottom of the location deck. (□ Then you may explore your location.)"


I've been working with a game store in Oak Park, in the near-west suburbs, to get the card guild up and running.
We've taught the game to a fair number of players, but just can't seem to get enough of them together at the same time to run a consistent game.

So I'm here to look for other interested parties. Preferably players who can make it out two or three times per month.
Saturday afternoon is the easiest game time for me, and we can almost always get a table at the store, but I'm open to other days based on people's schedules.

Please post here if you are interested. Thanks!
-Vic