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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
![]() Turn Order: Quinn - JohnF, Seelah - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry
[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
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:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): The Keep, Orison, Warhammer, Sands of the Hour, Prayer 2, Pig Recharged: Cure, 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
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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
![]() Turn Order: Quinn - JohnF, Seelah - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry
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
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
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:
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: 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
Turn Summary:
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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
![]() 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:
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: 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
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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
![]() No changes to deck. Seelah wrote:
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
Turn Order: Quinn - JohnF, Seelah - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry
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
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:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Cold Iron Greatsword, Sands of the Hour, Orison Recharged: War Drum, 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
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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
![]() Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
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
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:
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: 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
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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
![]() Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
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
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:
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: 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
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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
![]() Vreeg was defeated but managed to escape. Seelah will follow him to one of his possible locations (Crypt). Seelah wrote:
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: 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
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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
![]() Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
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
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:
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
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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
![]() Seelah will take a Skill Feat: STR +1 Upgrade Preferences: Weapon 1: 1d1000 ⇒ 891
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
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
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
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
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:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): War Drum, Prayer 1, Divine Insight Recharged: Bound Imp, 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
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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
![]() Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
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
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:
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: 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
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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
![]() 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:
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: 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
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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
![]() Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
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
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:
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: 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
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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
![]() 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:
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
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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
![]() 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
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
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:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): The Cricket, Divine Insight Recharged: Throwing Axe, 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
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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
![]() 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
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
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:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Warhammer, The Cricket, Prayer 2, Divine Insight Recharged: Throwing Axe, Discard Pile: 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
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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
![]() Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
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
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
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:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Warhammer, The Cricket, Divine Insight, Magic Spiked Breastplate, Prayer 2 Recharged: Throwing Axe, Discard Pile: 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
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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
![]() Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
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
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:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Pig, Divine Insight, Teamster, Orison, Magic Spiked Breastplate, Prayer 2 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
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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
![]() Lets go shopping! Seelah will start at the Shop. Seelah wrote:
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
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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
![]() Hey! Seelah will take a Power Feat: Hand Size +1 Deck Upgrades:
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
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
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
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
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:
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: 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
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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
![]() Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
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
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:
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: 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
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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
![]() Turn Order: Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Seelah - MauveAvengr
Recovery: Divine 8: 1d8 + 0 ⇒ (1) + 0 = 1
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.
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:
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: 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
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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
![]() Seelah will start at the Office. "Perhaps we'll find more information about this Lamm person's whereabouts in the office." Seelah wrote:
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
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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
![]() Seelah here, checking in.
Search Posts
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![]() In scenario 2, scene B, it states:
There is no mention of what to do with the proxy when that rightmost-occupied location closes (and thus leaves the game).
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."
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![]() I've been working with a game store in Oak Park, in the near-west suburbs, to get the card guild up and running.
So I'm here to look for other interested parties. Preferably players who can make it out two or three times per month.
Please post here if you are interested. Thanks!
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