Vardalel Prennder

TColMaster Damiel's page

209 posts. Alias of TColMaster.


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Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Discard Pheromones to add INT to Con 8 check.
Con 8: 1d6 + 1d10 + 1 ⇒ (6) + (2) + 1 = 9


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour:The Cricket
Hour Rules: When a character moves on their turn, each other local character may move with them.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you defeat a monster, discard a card.
Explore: Fangs of Diomazul
Matsu - The Cyclone

Disable 11: 2d12 + 2 ⇒ (6, 6) + 2 = 14
Defeated

Discard Compass to explore:

Asmodeus's Tyranny:

Core Blessing 2
Traits: Deity: Asmodeus Divine Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+#
On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore.

Recharge Gem of Physical Prowess to use Dex
Dex 8: 1d12 + 1 ⇒ (10) + 1 = 11
Acquired

Damiel ends their turn.
Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2 Good Omen, Clockwork Servant
Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: Asmodeus's Tyranny
Banished: Fangs of Diomazul
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Matsu - The Cyclone
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Asmodeus's Tyranny, Pheromones, Blessing of Kofusachi, Shozoku of the Night Wind, Bloodscent (Core), Deathbane Light Crossbow,

Displayed:
Deck: 7 Discard: 6 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Lance, Javelin of Lightning, Poisoned Sand tube, Blessing of Erastil
Recharged: Cure (Core), Potion of Focus, Gem of Physical Prowess (Core),
Discard Pile: Corrosive Dagger +1, Blessing of Nethys, Galvanic Chakram +1, Compass, Good Omen (Core), Clockwork Servant,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait. (☐ unless you discard a card that has the Alchemical trait).
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed. (☐ or shuffle it into your deck)
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury (☐ or discard) a card that has the Alchemical trait to add your Dexterity skill (☐ +2) to your Intelligence (☐ or Wisdom or Charisma) check. (☐ Then you may draw a card.)

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

1 damage - Galvanic Chakram +1

"

Damiel wrote:

Hand: Gem of Physical Prowess (Core), Clockwork Servant, Compass, Good Omen (Core), Deathbane Light Crossbow,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Javelin of Lightning, Fire Lance, Shozoku of the Night Wind, Bloodscent (Core), Pheromones, Blessing of Erastil, Blessing of Kofusachi, Poisoned Sand tube
Recharged: Cure (Core), Potion of Focus,
Discard Pile: Corrosive Dagger +1, Blessing of Nethys, Galvanic Chakram +1,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait. (☐ unless you discard a card that has the Alchemical trait).
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed. (☐ or shuffle it into your deck)
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury (☐ or discard) a card that has the Alchemical trait to add your Dexterity skill (☐ +2) to your Intelligence (☐ or Wisdom or Charisma) check. (☐ Then you may draw a card.)

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

EOT Fire Damage: 1d4 - 2 ⇒ (1) - 2 = -1


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour:Desna's Freedom
Hour Rules: On each check, the first blessing played to bless may be played freely.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: The difficulty of combat checks is increased by 2.
Explore: Mammoth
Everyone suffers 1 Combat Damage.
Damiel: Discard Corrosive Dagger +1
Use Potion of Focus to add CRAFT skill to check.
Survival 9: 1d4 + 1d10 + 4 ⇒ (2) + (5) + 4 = 11

Discard Blessing of Nethys to explore:

Cruel Longsword:

CotCT Weapon 1
Traits: Magic Melee Slashing Sword
To Acquire: Strength Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

Autofail, banish.

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Mammoth
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Everyone suffers 1 Combat Damage.

"

Damiel wrote:

Hand: Gem of Physical Prowess (Core), Galvanic Chakram +1, Clockwork Servant, Compass, Good Omen (Core), Deathbane Light Crossbow,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pheromones, Javelin of Lightning, Blessing of Erastil, Blessing of Kofusachi, Fire Lance, Poisoned Sand tube, Shozoku of the Night Wind, Bloodscent (Core)
Recharged: Cure (Core), Potion of Focus,
Discard Pile: Corrosive Dagger +1, Blessing of Nethys,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait. (☐ unless you discard a card that has the Alchemical trait).
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed. (☐ or shuffle it into your deck)
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury (☐ or discard) a card that has the Alchemical trait to add your Dexterity skill (☐ +2) to your Intelligence (☐ or Wisdom or Charisma) check. (☐ Then you may draw a card.)

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: Incitation
Hour Rules: None
SOT: None
Give Card: Give Line Corrosive Dagger +1
Move: XX -> YY
Location Powers: The difficulty of combat checks is increased by 2.
Explore: Hungry Smoke
Discard Fire Land to add Int.

Disable 9: 1d12 + 1d10 + 3 ⇒ (1) + (8) + 3 = 12
Defeated

use Cure to heal both cards in discard pile.

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Hungry Smoke
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Gem of Physical Prowess (Core), Potion of Focus, Corrosive Dagger +1, Blessing of Nethys, Good Omen (Core), Deathbane Light Crossbow,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bloodscent (Core), Compass, Shozoku of the Night Wind, Fire Lance, Blessing of Kofusachi, Blessing of Erastil, Galvanic Chakram +1, Pheromones, Javelin of Lightning, Poisoned Sand tube, Clockwork Servant
Recharged: Cure (Core),
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait. (☐ unless you discard a card that has the Alchemical trait).
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed. (☐ or shuffle it into your deck)
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury (☐ or discard) a card that has the Alchemical trait to add your Dexterity skill (☐ +2) to your Intelligence (☐ or Wisdom or Charisma) check. (☐ Then you may draw a card.)

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour:Sands of the Hour
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When a monster is undefeated, shuffle a new monster into the location.
Explore: Deathbane Light Crossbow
Discard Poisoned Sand Tube (Alchemical) to add Int.
Dex 8: 1d12 + 1d10 + 2 ⇒ (6) + (4) + 2 = 12

Damiel ends their turn.
Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1
Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: Deathbane Light Crossbow
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"

Damiel wrote:

Hand: Gem of Physical Prowess (Core), Cure (Core), Fire Lance, Corrosive Dagger +1, Good Omen (Core), Deathbane Light Crossbow,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Servant, Shozoku of the Night Wind, Pheromones, Blessing of Erastil, Compass, Blessing of Nethys, Javelin of Lightning, Galvanic Chakram +1, Bloodscent (Core), Potion of Focus, Blessing of Kofusachi
Recharged:
Discard Pile: Poisoned Sand tube,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait. (☐ unless you discard a card that has the Alchemical trait).
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed. (☐ or shuffle it into your deck)
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury (☐ or discard) a card that has the Alchemical trait to add your Dexterity skill (☐ +2) to your Intelligence (☐ or Wisdom or Charisma) check. (☐ Then you may draw a card.)

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

"

Damiel wrote:

Hand: Gem of Physical Prowess (Core), Cure (Core), Fire Lance, Corrosive Dagger +1, Good Omen (Core), Poisoned Sand tube,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Compass, Shozoku of the Night Wind, Blessing of Erastil, Potion of Focus, Pheromones, Blessing of Kofusachi, Blessing of Nethys, Clockwork Servant, Bloodscent (Core), Galvanic Chakram +1, Javelin of Lightning
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait. (☐ unless you discard a card that has the Alchemical trait).
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed. (☐ or shuffle it into your deck)
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury (☐ or discard) a card that has the Alchemical trait to add your Dexterity skill (☐ +2) to your Intelligence (☐ or Wisdom or Charisma) check. (☐ Then you may draw a card.)

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Hero Point:
[X] You may bury (☐ or discard) a card that has the Alchemical trait to add your Dexterity skill (☐ +2) to your Intelligence (☐ or Wisdom or Charisma) check. (☐ Then you may draw a card.)

Unlock Mindchemist Role Card

Card Upgrade: Armor 3.
Replace current armor with Shozoku of the Night Wind.


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None
1 damage - Poisoned Sand Tube

Turn - Hour: Orison
Hour Rules: None
SOT: None
Gem of Physical Prowess
Wis (dex)7: 1d12 + 1 ⇒ (8) + 1 = 9
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
Explore: The Demon's Lantern
Disable 7: 1d12 + 2 ⇒ (12) + 2 = 14
Acquired[i]
Discard it to explore:

Maiden's Helm:

CotCT Armor 3
Traits: Gray Maiden Heavy Armor Helm Magic
To Acquire: Constitution Diplomacy Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter.

Discard Fire Lance to add Int (Damiel Power), Blessing of Nethys
Con 10: 2d10 + 1 + 1d6 ⇒ (7, 9) + 1 + (3) = 20

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: The Demon's Lantern, Maiden's Helm
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Maiden's Helm, Blessing of Kofusachi, Potion of Focus, Bloodscent (Core), Keen Starknife, Sable Company Leathers,

Displayed:
Deck: 4 Discard: 10 Buried: 3
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

[i]Reloaded:

Middle of Deck (Unknown Order): Orison, Clockwork Servant
Recharged: Cure (Core), Gem of Physical Prowess (Core),
Discard Pile: Compass, Poisoned Sand tube, Blessing of Erastil, The Demon's Lantern, Corrosive Dagger +1, Explorer's Pith Helmet, Good Omen (Core), Pheromones, Fire Lance, Blessing of Nethys,
Buried Pile: Boors, Javelin of Lightning, Galvanic Chakram +1,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Start of Next Turn
Cure: 1d4 + 1 ⇒ (1) + 1 = 2
RNG: 1d8 + 1d7 ⇒ (2) + (3) = 5

"

Damiel wrote:

Hand: Poisoned Sand tube, Fire Lance, Blessing of Nethys, Keen Starknife, Gem of Physical Prowess (Core),

Displayed:
Deck: 7 Discard: 6 Buried: 3
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Sable Company Leathers, Orison, Potion of Focus, Bloodscent (Core), Clockwork Servant
Recharged: Cure (Core),
Discard Pile: Compass, Blessing of Erastil, Corrosive Dagger +1, Explorer's Pith Helmet, Good Omen (Core), Pheromones,
Buried Pile: Boors, Javelin of Lightning, Galvanic Chakram +1,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour:Abadar's Law
Hour Rules: On your check to close or to guard, add 1d4.
SOT: Location Power: Examine top card of Mountain: Haunt
TRIGGER: Suffer Frightened
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, you may examine the top card of a distant location.
Explore: Henchman Proxy A4
RNG: 1d6 ⇒ 3

Zombie Minions:

Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

Frightened Damage: 1d4 - 1 ⇒ (4) - 1 = 3 Pith Helmet, Good Omen, Pheromones
Galvanic Chakram
Combat 9: 1d12 + 1d8 + 2 ⇒ (5) + (8) + 2 = 15
Javelin of Lightning
Combat 14: 1d12 + 2d6 + 2 ⇒ (10) + (2, 2) + 2 = 16
Defeated

Close Check: Wis/Perception 7
Use Potion of Focus to add Craft to Perception Check to auto succeed.
Location Closed
Remove Frightened.

WPC Not needed.

Location banished, move to Mountain (1 damage - Galvanic Chakram)

[ooc]Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Henchman Proxy A4
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Cure (Core), Poisoned Sand tube, Fire Lance, Blessing of Nethys, Keen Starknife, Gem of Physical Prowess (Core),

Displayed:
Deck: 4 Discard: 8 Buried: 3
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Clockwork Servant, Bloodscent (Core), Sable Company Leathers, Potion of Focus,
Discard Pile: Compass, Orison, Blessing of Erastil, Blessing of Kofusachi, Corrosive Dagger +1, Explorer's Pith Helmet, Good Omen (Core), Pheromones,
Buried Pile: Boors, Javelin of Lightning, Galvanic Chakram +1,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: Orison
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your check, if any die shows a 1 or 2, count it as 0.
Explore: Henchman Proxy A2
RNG Bane: 1d6 ⇒ 2

Wight:

Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

1 cold damage - Corrosive Dagger +1
Bloodscent, Blessing of Kofusachi
Knowledge 9: 2d4 + 1d10 ⇒ (2, 3) + (6) = 11
Close Check Damage: 1d6 ⇒ 1 Recharge Sable Company Leathers to reduce to 0.
WPC No Effect.
Location closed, removed, move to Tower.

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Henchmen A2
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Good Omen (Core), Galvanic Chakram +1, Potion of Focus, Javelin of Lightning, Explorer's Pith Helmet, Pheromones,

Displayed:
Deck: 9 Discard: 5 Buried: 1
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Poisoned Sand tube, Fire Lance, Cure (Core)
Recharged: Blessing of Nethys, Keen Starknife, Gem of Physical Prowess (Core), Clockwork Servant, Bloodscent (Core), Sable Company Leathers,
Discard Pile: Compass, Orison, Blessing of Erastil, Blessing of Kofusachi, Corrosive Dagger +1,
Buried Pile: Boors,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: Sands of the Hour
Hour Rules: None
SOT: None
Give Card: None
Move: Cliff Discard Compass for Besieged
Location Powers: On your check, if any die shows a 1 or 2, count it as 0.
Explore: Faceless Stalker
BYA Wis 7 auto fail.
Keen Starkife w/ Recharge
Combat 14: 1d12 + 2d4 + 2 ⇒ (4) + (1, 4) + 2 = 11
Keen Starknife ---4=6,
Location Power -1
Modified Total = 14
Defeated

Bury Clockwork Servant to explore:

Orison:

Core Blessing 0
Traits: Divine
When this is the hour: No effect. To Acquire: Wisdom Divine 2
On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore.

Wis 2: 1d6 ⇒ 4
Acquired
Discard it to explore:
Sable Company Leathers:

CotCT Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Acrobatics Fortitude 10
Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

Use Gem of Physical Prowess to use Dex, Blessing of Erastil
Dex 10: 2d12 + 1 ⇒ (9, 4) + 1 = 14
Acquired
Display new armor.

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Clockwork Servant Craft 8: 1d10 + 4 ⇒ (4) + 4 = 8
Damiel resets their hand.

[u]Summary[/u]
Acquired: Orison, Sable Company Leathers
Banished: Faceless Stalker
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Good Omen (Core), Galvanic Chakram +1, Blessing of Kofusachi, Bloodscent (Core), Corrosive Dagger +1, Pheromones,

Displayed: Sable Company Leathers,
Deck: 10 Discard: 3 Buried: 1
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Javelin of Lightning, Explorer's Pith Helmet, Poisoned Sand tube, Potion of Focus, Fire Lance, Cure (Core)
Recharged: Blessing of Nethys, Keen Starknife, Gem of Physical Prowess (Core), Clockwork Servant,
Discard Pile: Compass, Orison, Blessing of Erastil,
Buried Pile: Boors,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour:Urgathoa's Gluttony
Hour Rules:On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: BASE Powers
Draw Boors, Ketrik, OR Moise
Keep Boors, put others back in same order.
Then, per Base Location, recharge Blessing of Nethys.
Bury Boors to draw new Melee and Ranged weapon.
Keen Rapier And Keen Starknife

Keep Starknife, ditch rapier.

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

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

Damiel wrote:

Hand: Clockwork Servant, Galvanic Chakram +1, Gem of Physical Prowess (Core), Compass, Blessing of Erastil, Keen Starknife,

Displayed:
Deck: 12 Discard: 0 Buried: 1
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Potion of Focus, Bloodscent (Core), Explorer's Pith Helmet, Cure (Core), Good Omen (Core), Corrosive Dagger +1, Poisoned Sand tube, Pheromones, Fire Lance, Javelin of Lightning
Recharged: Blessing of Nethys,
Discard Pile:
Buried Pile: Boors,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Start: Base.
"

Damiel wrote:

Hand: Clockwork Servant, Galvanic Chakram +1, Blessing of Nethys, Gem of Physical Prowess (Core), Compass, Blessing of Erastil,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1 // Damiel has the following scourges marked:
Plagued:
While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Javelin of Lightning, Poisoned Sand tube, Potion of Focus, Pheromones, Explorer's Pith Helmet, Cure (Core), Blessing of Kofusachi, Good Omen (Core), Corrosive Dagger +1, Fire Lance, Bloodscent (Core)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Hero Point: Bank.

Replace Hand Crossbow with Galvanic Chakram +1.

Supporter Feat: Boors.
[] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: Norgorber's Shadow
Hour Rules: On your Stealth check or your check that invokes the Poison trait, add 1d4.
SOT: None
Give Card: None
Move: Barracks
Location Powers: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
Explore: Daughter of Urgathoa
Potion of Focus
Con 9: 1d10 + 1d6 + 4 ⇒ (6) + (1) + 4 = 11
Fire Lance, Matsu - The cyclone
Combat 18: 5d8 ⇒ (7, 1, 4, 6, 5) = 23
Banish other card, Leave Daughter in location.

Damiel ends their turn.
Con 5: 1d6 ⇒ 6
Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Daughter of Urgathoa
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Matsu - The cyclone
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Explorer's Pith Helmet, Good Omen (Core), Blessing of Kofusachi, Hand Crossbow, Corrosive Dagger +1, Bloodscent (Core),

Displayed:
Deck: 6 Discard: 4 Buried: 1
Hero Points: 0 // Damiel has the following scourges marked:
Plagued:
While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Compass, Gem of Physical Prowess (Core), Clockwork Servant
Recharged: Cure (Core), Potion of Focus, Fire Lance,
Discard Pile: Blessing of Erastil, Poisoned Sand tube, Blessing of Nethys, Pheromones,
Buried Pile: Javelin of Lightning,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None
Turn - Hour: Orison
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Explore: Henchman Proxy B2

Blood Veil:

Story Bane
Type: Barrier
Traits: Disease Obstacle
To Defeat: Constitution Divine Fortitude Knowledge 6
If defeated by less than 4, suffer the scourge Plagued. If undefeated, each local character suffers the scourge Plagued.

Use Potion of Focus to add Craft Skill
Con 6: 1d10 + 1d6 + 4 ⇒ (9) + (3) + 4 = 16
Bury Clockwork Servant to explore:
Daughter of Urgathoa:

CotCT Story Bane 2
Type: Monster
Traits: Undead Urgathoa
To Defeat: Constitution Fortitude 9 THEN Combat 18
Immune to Mental and Poison. After acting, bury the top card of your deck and suffer the scourge Plagued.

Discard Blesing of Kofusachi to get Poisoned Sand Tube (Alchemical Weapon)
Use Poisoned Sand Tube for Alchemical Power to add INT to CON check.
Con 9: 16 + 1d10 + 1 ⇒ 16 + (8) + 1 = 25
Banish Fire Lance(Alchemical so is recharged per Damiel Power)
Combat 18: 4d8 ⇒ (3, 8, 6, 7) = 24
AYA Discard Top Card of Deck: Pheromones
Suffer Plagued

Siege Card Banish per defeat Daughter of Urgathoa
RNG: 1d4 ⇒ 2

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.

Clockwork Servant Craft 8: 1d10 + 4 ⇒ (8) + 4 = 12
Damiel resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Blood Veil, Daughter of Urgathoa
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Explorer's Pith Helmet, Good Omen (Core), Cure (Core), Potion of Focus, Fire Lance, Bloodscent (Core),

Displayed:
Deck: 1 Discard: 9 Buried: 1
Hero Points: 0 // Damiel has the following scourges marked:
Plagued:
While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Clockwork Servant,
Discard Pile: Compass, Blessing of Kofusachi, Blessing of Erastil, Poisoned Sand tube, Corrosive Dagger +1, Blessing of Nethys, Gem of Physical Prowess (Core), Hand Crossbow, Pheromones,
Buried Pile: Javelin of Lightning,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"

START of NEXT TURN:
Cure: 1d4 + 1 ⇒ (4) + 1 = 5

RNG: 1d9 + 1d8 + 1d7 + 1d6 + 1d5 ⇒ (1) + (4) + (1) + (4) + (4) = 14

"

Damiel wrote:

Hand: Explorer's Pith Helmet, Good Omen (Core), Potion of Focus, Fire Lance, Bloodscent (Core),

Displayed:
Deck: 7 Discard: 4 Buried: 1
Hero Points: 0 // Damiel has the following scourges marked:
Plagued:
While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Corrosive Dagger +1, Blessing of Kofusachi, Hand Crossbow, Gem of Physical Prowess (Core), Compass, Clockwork Servant
Recharged: Cure (Core),
Discard Pile: Blessing of Erastil, Poisoned Sand tube, Blessing of Nethys, Pheromones,
Buried Pile: Javelin of Lightning,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: Gorum's Iron
Hour Rules: On your non-Attack combat check, add 1.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Explore: Plague Zombie
--Discard Blessing of Kofusachi to draw Hand Crossbow from my deck.
Hand crossbow, Int Buff Power (discard Pheromones)
Combat 10: 1d12 + 1d10 + 1d6 + 3 ⇒ (2) + (7) + (3) + 3 = 15
Javelin of Lightning, Blessing of Nethys
Combat 15: 1d12 + 2d6 + 3 + 1d4 ⇒ (8) + (4, 3) + 3 + (2) = 20
AYA Combat Damage: 1d4 - 1 ⇒ (3) - 1 = 2 Gem, Hand Crossbow
Cure: 1d4 + 1 ⇒ (2) + 1 = 3
RNG: 1d8 + 1d7 + 1d6 ⇒ (4) + (4) + (2) = 10

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Plague Zombie
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Potion of Focus, Good Omen (Core), Fire Lance, Blessing of Kofusachi, Clockwork Servant, Bloodscent (Core),

Displayed:
Deck: 5 Discard: 5 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pheromones, Corrosive Dagger +1, Explorer's Pith Helmet, Poisoned Sand tube
Recharged: Cure (Core),
Discard Pile: Compass, Blessing of Erastil, Blessing of Nethys, Gem of Physical Prowess (Core), Hand Crossbow,
Buried Pile: Javelin of Lightning,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: Benefaction
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Explore: Poison Gas
Craft 8: 1d10 + 4 ⇒ (1) + 4 = 5
Craft 8 Paizo Product Reroll: 1d10 + 4 ⇒ (9) + 4 = 13
Defeated
Discard Compass to explore:

Sneak:

CotCT Monster 0
Traits: Human Rogue Veteran
To Defeat: Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

Autofail Perception 9, discard Bloodscent.
Corrosive Dagger w/ Recharge, Blessing of Erastil (dex_
Combat 13: 1d12 + 4d4 + 2 ⇒ (4) + (4, 3, 4, 2) + 2 = 19

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Poison Gas, Sneak
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Gem of Physical Prowess (Core), Blessing of Kofusachi, Blessing of Nethys, Cure (Core), Pheromones, Javelin of Lightning,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Good Omen (Core), Fire Lance, Explorer's Pith Helmet, Hand Crossbow, Potion of Focus, Poisoned Sand tube, Clockwork Servant
Recharged: Corrosive Dagger +1,
Discard Pile: Compass, Bloodscent (Core), Blessing of Erastil,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Starting: Ossuary

"

Damiel wrote:

Hand: Gem of Physical Prowess (Core), Blessing of Kofusachi, Compass, Blessing of Erastil, Bloodscent (Core), Corrosive Dagger +1,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Good Omen (Core), Blessing of Nethys, Clockwork Servant, Poisoned Sand tube, Fire Lance, Javelin of Lightning, Potion of Focus, Explorer's Pith Helmet, Cure (Core), Pheromones, Hand Crossbow
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Hero Point: Hand Size = 6

Item 2: 1d1000 ⇒ 216
Replace Blue Star with Gem of Physical Prowess


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour:The Hidden Truth
Hour Rules: The first time you examine cards this turn, heal 1d4-1 cards.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
Explore: Azer
Corossive Dagger w/ Recharge, Blue Star recharge for INT bonus
Combat 11+2+2=15: 1d12 + 1d10 + 2d4 + 3 ⇒ (9) + (4) + (4, 2) + 3 = 22
Defeated
AYA damage: 1d4 - 1 ⇒ (1) - 1 = 0
Bane Defeated: Free examine --- Proxy A4. Recharge it.

Hour Power Examine Heal: 1d4 - 1 ⇒ (4) - 1 = 3 Heal all.

Bury Clockwork Servant to explore:

Zellara's Harrow Deck:

CotCT Item 2
Traits: Gambling Harrow Loot Magic Mental Tool
To Acquire: Wisdom Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order. Banish to examine the top 3 cards of any location and return them in any order. DURING RECOVERY Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

Blessing of Nethys
Perception 10: 2d6 + 2 ⇒ (3, 5) + 2 = 10

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.

Clockwork Servant Craft 8: 1d10 + 4 ⇒ (3) + 4 = 7
Damiel resets their hand.

[u]Summary[/u]
Acquired: Zellara's Harrow Deck
Banished: Azer
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Corrosive Dagger +1, Explorer's Pith Helmet, Fire Lance, Zellara's Harrow Deck, Lucky Starknife,

Displayed:
Deck: 11 Discard: 1 Buried: 3
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Potion of Focus, Compass, Blue Star, Pheromones, Bloodscent (Core), Poisoned Sand tube, Blessing of Erastil, Hand Crossbow, Cure (Core), Orison
Recharged:
Discard Pile: Blessing of Nethys,
Buried Pile: Good Omen (Core), Javelin of Lightning, Clockwork Servant,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: The Theater
Hour Rules: At the start of your turn, examine the top card of your location; you may encounter it.
SOT: Blessing Power: Examine location Magic Hide Armor. Encounter it and auto fail, banish card.
Give Card: None
Move: XX -> YY
Location Powers: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
Explore: Lucky Starknife
--Discard Pheromones to add INT to check
Dex 11: 1d12 + 1 + 1d10 + 1 ⇒ (1) + 1 + (9) + 1 = 12
Acquired

Discard Blessing of Kofusachi to explore:

Rioting Mob - Proxy A:

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

Charisma 9, even blessed, will be an auto fail. Encounter Thug.

Thug:

Story Bane
Type: Monster
Traits: Fighter Human Veteran
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: Banish Good Omen.
Javelin of Lightning
Combat 14: 1d12 + 2d6 + 2 ⇒ (3) + (6, 5) + 2 = 16

Barrier undefeated, shuffle location.

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.
Blue Star: Hand size +1
[u]Summary[/u]
Acquired: Lucky Starknife
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Corrosive Dagger +1, Blue Star, Fire Lance, Clockwork Servant, Blessing of Nethys, Lucky Starknife,

Displayed:
Deck: 9 Discard: 2 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Poisoned Sand tube, Bloodscent (Core), Orison, Compass, Blessing of Erastil, Explorer's Pith Helmet, Potion of Focus, Hand Crossbow
Recharged: Cure (Core),
Discard Pile: Pheromones, Blessing of Kofusachi,
Buried Pile: Good Omen (Core), Javelin of Lightning,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour:Norgorber's Shadow
Hour Rules: On your Stealth check or your check that invokes the Poison trait, add 1d4.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
Explore: Death's Breath Door
Discard Pheromones to add Int to Disable check.

Disable 10: 2d10 + 3 ⇒ (3, 10) + 3 = 16
Defeated

Discard Blessing of Nethys to examine top 2 cards of location:
Proxy B3
Orison
Swap order and encounter Orison.

Wis 2: 1d6 ⇒ 2
Acquired
Discard it to explore: Display Proxy B.

Cure: 1d4 + 1 ⇒ (4) + 1 = 5 Heal all.

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.
Reveal Blue Star: Hand +1

[u]Summary[/u]
Acquired: Orison
Banished: Death's Breath Door
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Corrosive Dagger +1, Blue Star, Blessing of Kofusachi, Javelin of Lightning, Good Omen (Core), Pheromones,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Nethys, Fire Lance, Explorer's Pith Helmet, Blessing of Erastil, Potion of Focus, Clockwork Servant, Orison, Bloodscent (Core), Compass, Poisoned Sand tube, Hand Crossbow
Recharged: Cure (Core),
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Starting: Barracks

"

Damiel wrote:

Hand: Pheromones, Blue Star, Cure (Core), Javelin of Lightning, Blessing of Nethys,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hand Crossbow, Clockwork Servant, Compass, Blessing of Erastil, Potion of Focus, Bloodscent (Core), Blessing of Kofusachi, Good Omen (Core), Explorer's Pith Helmet, Corrosive Dagger +1, Fire Lance, Poisoned Sand tube
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Item 2: 1d1000 ⇒ 867
Replace Potion of Nightvision with Potion of Focus

Else pass on loot.

Hero Point: Int +1


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Development:
With their leaders gone, the remaining cultists
scatter and the undead lose their focus. You
and the remaining townsfolk manage to rout
or destroy the stragglers. Ketrik, Boors, and
Moise join you in rallying the survivors. Many
are injured or sick, food is scarce, and the road
ahead is very dangerous.

Ketrik pulls you aside after the long
morning, the dirt on her face streaked with
lines from sweat and tears. “We’ve packed
what we can salvage. We have only three
carts left; some things will have to be left
behind so we can carry the wounded. It’ll be
slow going, you know. The three of us are the
only proper guards left here. The rest of these
people are farmers, mostly. Maybe a few are
militia members, but none are prepared for
a march.” Ketrik looks over her shoulder at
the smoldering village. “I hope we live to see
better days.”

Rewards
Rally the supporter Ketrik, Boors, or Moise

Magic Klar (Armor 2)
Helm of the Valkyrie (Armor 2)
Belt of Physical Prowess (Item 2)
Invisibility (Spell 1)
Pathfinder Chronicler (Supporter 0)
Ketrik (Supporter 2)
Earthbreaker (Weapon 1)


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Corrections

Con 5: 1d6 ⇒ 1
Top Card Buried: Explorers Pith Helmet.
Other Person Plagued: 1d2 ⇒ 1 Matsu

"

Damiel wrote:

Hand: Blessing of Nethys, Potion of Nightvision, Cure (Core), Hand Crossbow, Corrosive Dagger +1,

Displayed:
Deck: 4 Discard: 8 Buried: 2
Hero Points: 0 // Damiel has the following scourges marked:
Plagued:
While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pheromones, Blue Star, Compass, Fire Lance
Recharged:
Discard Pile: Blessing of Erastil, Blessing of Kofusachi, Helm of the Valkyrie, Poisoned Sand tube, Bloodscent (Core), Good Omen (Core), Clockwork Servant, Belt of Physical Prowess,
Buried Pile: Javelin of Lightning, Explorer's Pith Helmet,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets.

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

During This Scenario:

Additional Rules: Supporters:
Pathfinder Bodyguard
Pathfinder Chronicler
Boors
Ketrick
Moise

Adventure 2— Urgathoa’s Persistent Shadow
Build the Vault: The vault should contain all level 0, 1, and 2 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
During This Adventure: On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.

Dangers

Zombie Minions:

Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

[bTraits: Harrow Suit: Hammers[/b]
Setup
When building location, use small locations. After preparing the story banes, shuffle a closing henchmen Plague Zombie - Proxy B into each location.

When you defeat a Cultist or Plague Zombie if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.

Lady Andaisin - Villain:

Story Bane
Type: Monster
Traits: Cleric Human
To Defeat: Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck. After acting, suffer the scourge Wounded.

Closing Henchmen:

Cultist - Proxy A:

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

Plague Zombie - Proxy B:

Story Bane
Type: Monster
Traits: Disease Undead Veteran Zombie
To Defeat: Combat 10 THEN Combat 11+##
Immune to Mental and Poison. After acting, a local character suffers 1d4-1 Combat damage. If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

Scenario Level (#): 2

Turn: 12, Harsk/Matsu_Kurisu

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.

Spoiler:
Guardian Zombie
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.

Spoiler:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

Spoiler:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

Spoiler:
Rat Swarm
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.

Barriers
Spoiler:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

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

Spoiler:
Concealed Hatch
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.

Spoiler:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
Veteran
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.

Spoiler:
Ghastly Runes
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.

Weapons
Spoiler:
Frost Longspear
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Shock Glaive
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Bolas
CotCT
Weapon 0
Traits:
Chain
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.

Spoiler:
Snakebite Dagger
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spells
Spoiler:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.


Spoiler:
Charm Person
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.

Spoiler:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spoiler:
Commune
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.

Spoiler:
Detect Magic
Core
Spell 0
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

Armors
Spoiler:
Magic Chain Mail
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Chain Mail
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Magic Leather Armor
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
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.

Items
Spoiler:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Divine 4
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.


Spoiler:
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.

Spoiler:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

Spoiler:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Allies
Spoiler:
Naval Hero
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

Spoiler:
Korvosan Dandy
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

Spoiler:
Fox
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

Spoiler:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.

Spoiler:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Blessings
Spoiler:
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

Spoiler:
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.

Spoiler:
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.

Spoiler:
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.

Spoiler:
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

Hour Power: No effect.

Current 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.

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack:
Spoiler:
Hourglass Card 1 Lini/Bigguyinblack
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.
Hourglass Card 2 Damiel/tcolmaster01:
Spoiler:
Hourglass Card 2 Damiel/tcolmaster01
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 3 Harsk/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 Harsk/Matsu_Kurisu
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 4 Lini/Bigguyinblack:
Spoiler:
Hourglass Card 4 Lini/Bigguyinblack
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.
Hourglass Card 5 Damiel/tcolmaster01:
Spoiler:
Hourglass Card 5 Damiel/tcolmaster01
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 6 Harsk/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Harsk/Matsu_Kurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 7 Lini/Bigguyinblack:
Spoiler:
Hourglass Card 7 Lini/Bigguyinblack
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hourglass Card 8 Damiel/tcolmaster01:
Spoiler:
Hourglass Card 8 Damiel/tcolmaster01
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 9 Harsk/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 Harsk/Matsu_Kurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 10 Lini/Bigguyinblack:
Spoiler:
Hourglass Card 10 Lini/Bigguyinblack
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 11 Damiel/tcolmaster01:
Spoiler:
Hourglass Card 11 Damiel/tcolmaster01
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 12 Harsk/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 Harsk/Matsu_Kurisu
The Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Hourglass Card 13 Lini/Bigguyinblack:
Spoiler:
Hourglass Card 13 Lini/Bigguyinblack
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 14 Damiel/tcolmaster01:
Spoiler:
Hourglass Card 14 Damiel/tcolmaster01
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.
Hourglass Card 15 Harsk/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 Harsk/Matsu_Kurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 16 Lini/Bigguyinblack:
Spoiler:
Hourglass Card 16 Lini/Bigguyinblack
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 17 Damiel/tcolmaster01:
Spoiler:
Hourglass Card 17 Damiel/tcolmaster01
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 18 Harsk/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 Harsk/Matsu_Kurisu
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None

Base Card 1:
Moise
YoRR
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 2:
Pathfinder Bodyguard
YoRR
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
Base Card 3:
Boors
YoRR
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.

Location #1: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Harsk/Matsu_Kurisu, Lini/Bigguyinblack, Plague Zombie displayed.
Barracks Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Barracks Card 2:
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Barracks Card 3:
Codex
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Barracks Card 4:
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Barracks Card 5:
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.

Location #3: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Damiel/tcolmaster01, Villain
Ossuary Card 1:
Lady Andaisin
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Ossuary Card 2:
Mimic
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Ossuary Card 3:
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.
Ossuary Card 4:
Candlelight
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Ossuary Card 5:
Henchman Proxy B1
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 B definition.
Ossuary Card 6:
Noxious Bomb
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison
To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Ossuary Card 7:
Dire Boar
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 10
THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour:Benefaction
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Explore: Henchman Proxy B1

Plague Zombie - Proxy B:

Story Bane
Type: Monster
Traits: Disease Undead Veteran Zombie
To Defeat: Combat 10 THEN Combat 11+##
Immune to Mental and Poison. After acting, a local character suffers 1d4-1 Combat damage. If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

I can't play anything to beat the 2 checks (immune to poison and my only weapon is poison).

Will discard entire hand as combat damage

AYA Con 6: 1d6 ⇒ 3 Everyone becomes poisoned.

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.
Draw:
Blessing of Nethys
Potion of Nightvision
Cure (Core)
Hand Crossbow
Corrosive Dagger +1

Poison Recharge: 1d5 ⇒ 1
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Potion of Nightvision, Cure (Core), Hand Crossbow, Corrosive Dagger +1,

Displayed:
Deck: 6 Discard: 8 Buried: 1
Hero Points: 0 // Damiel has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blue Star, Compass, Fire Lance, Pheromones, Explorer's Pith Helmet
Recharged: Blessing of Nethys,
Discard Pile: Blessing of Erastil, Blessing of Kofusachi, Helm of the Valkyrie, Poisoned Sand tube, Bloodscent (Core), Good Omen (Core), Clockwork Servant, Belt of Physical Prowess,
Buried Pile: Javelin of Lightning,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: RNG Move: 1d3 ⇒ 1

Turn - Hour: Benefaction
Hour Rules: None
SOT: None
Give Card: None
Move: Ossuary
Location Powers: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
Explore: Acid-spraying Skull
Belt of Physical Might
Disable 4: 1d12 + 3 ⇒ (4) + 3 = 7

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Acid-spraying Skull
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Poisoned Sand tube, Bloodscent (Core), Good Omen (Core), Clockwork Servant, Belt of Physical Prowess,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Compass, Explorer's Pith Helmet, Corrosive Dagger +1, Hand Crossbow, Cure (Core), Blue Star, Fire Lance, Blessing of Nethys, Potion of Nightvision, Pheromones
Recharged:
Discard Pile: Blessing of Erastil, Blessing of Kofusachi, Helm of the Valkyrie,
Buried Pile: Javelin of Lightning,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: The Bear
Hour Rules: On your Strength check, add 2.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: Characters may not play allies.
Explore: Belt of Physical Prowess
Dex 11: 1d12 + 1 ⇒ (11) + 1 = 12
Acquired

Discard Blessing of Erastil to explore: Henchman Proxy A2

Cultist - Proxy A:

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

Discard Blessing of Kofusachi to get a weapon from deck - Grab Javelin of Lightning
+ Reveal Belt of Physical might for +2
Combat 12: 1d12 + 2d6 + 2 + 2 ⇒ (8) + (5, 4) + 2 + 2 = 21
Defeated

Can't close due to rules, display Cultist.

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.
Discard Helm of the Valkyrie
[u]Summary[/u]
Acquired: Belt of Physical Prowess
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Poisoned Sand tube, Bloodscent (Core), Good Omen (Core), Clockwork Servant, Belt of Physical Prowess,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blue Star, Explorer's Pith Helmet, Potion of Nightvision, Cure (Core), Corrosive Dagger +1, Blessing of Nethys, Fire Lance, Pheromones, Hand Crossbow, Compass
Recharged:
Discard Pile: Blessing of Erastil, Blessing of Kofusachi, Helm of the Valkyrie,
Buried Pile: Javelin of Lightning,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour:The Dance
Hour Rules: When at least 3 types of boon are played on any check, a character may draw a card.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: Characters may not play allies.
Explore: Helm of the Valkyrie
Good Omen
Con 8: 2d6 + 2 ⇒ (5, 3) + 2 = 10

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: Helm of the Valkyrie
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Blessing of Kofusachi, Bloodscent (Core), Helm of the Valkyrie, Blessing of Erastil, Clockwork Servant,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Compass, Explorer's Pith Helmet, Poisoned Sand tube, Javelin of Lightning, Potion of Nightvision, Hand Crossbow, Pheromones, Blue Star, Blessing of Nethys, Cure (Core)
Recharged: Corrosive Dagger +1, Fire Lance, Good Omen (Core),
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Zombie Minions:

Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

Corrosive Dagger w/Recharge
Combat 9: 1d12 + 2d4 + 2 ⇒ (5) + (2, 1) + 2 = 10
Fire Lance
Combat 13: 4d8 ⇒ (4, 2, 1, 4) = 11
Paizo Product Reroll: 1d8 + 10 ⇒ (7) + 10 = 17


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Starting: Abandoned Shacks

"

Damiel wrote:

Hand: Blessing of Kofusachi, Bloodscent (Core), Corrosive Dagger +1, Fire Lance, Good Omen (Core),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Poisoned Sand tube, Blue Star, Blessing of Erastil, Compass, Potion of Nightvision, Blessing of Nethys, Cure (Core), Javelin of Lightning, Pheromones, Explorer's Pith Helmet, Hand Crossbow, Clockwork Servant
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Rally Boors

++++++++++
Weapon 2: 1d1000 ⇒ 993
Hero Point: Weapon +1
Add in Javelin of Lightning.

ELSE

Hero Point: Hand +1


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Mob of Undead:

Barrier
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.

RNG: 1d6 ⇒ 3

Zombie Minions:

Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

Allying Dart, recharge Poison Sand tube to add int
Combat 9: 1d12 + 1d10 + 1d4 + 2 ⇒ (3) + (4) + (1) + 2 = 10

Allying Dart, recharge Fire Lance tube to add int
Combat 13: 1d12 + 1d10 + 1d4 + 2 ⇒ (8) + (8) + (3) + 2 = 21


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: Start of Harsk Turn:
Cure: 1d4 + 1 ⇒ (2) + 1 = 3
RNG: 1d8 + 1d7 + 1d6 ⇒ (4) + (5) + (2) = 11

Turn - Hour:Incitation
Hour Rules: None
SOT: None
Give Card: None
Move: Thicket
Location Powers: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
Explore: Deadfall Scorpion
Keen Starknife w/ Recharge
Combat 13: 1d12 + 2d4 + 2 ⇒ (7) + (1, 4) + 2 = 14
AYA 1 damage - Bloodscent

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Deadfall Scorpion
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Fire Lance, Clockwork Servant, Poisoned Sand tube, Allying Dart, Good Omen (Core),

Displayed: Spiked Breastplate,
Deck: 8 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blue Star, Explorer's Pith Helmet, Blessing of Erastil, Potion of Nightvision, Pheromones, Blessing of Nethys
Recharged: Cure (Core), Keen Starknife,
Discard Pile: Blessing of Kofusachi, Bloodscent (Core), Eries Yelloweyes, Compass, Hand Crossbow, Corrosive Dagger +1,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour:Zon-kuthon's Pain
Hour Rules: After discarding any number of cards as damage, draw a card.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When a monster is undefeated, shuffle a new monster into the location.
Explore: Secret Stockpile
Discard Potion of Nightvision to add Int
Disable 9: 1d12 + 1d10 + 2 ⇒ (8) + (1) + 2 = 11
Defeated
Draw new weapon and armor (RNG #1)
Spiked Breastplate
Keen Starknife

Display Breastplate

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.

Clockwork Servant Craft 8: 1d10 + 3 ⇒ (2) + 3 = 5
Damiel resets their hand.
Discard Hand Crossbow, Corrosive Dagger +1
[u]Summary[/u]
Acquired: None
Banished: Secret Stockpile
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Bloodscent (Core), Clockwork Servant, Cure (Core), Allying Dart, Keen Starknife,

Displayed: Spiked Breastplate,
Deck: 6 Discard: 8 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Lance, Pheromones, Blessing of Nethys
Recharged: Good Omen (Core), Blue Star, Poisoned Sand tube,
Discard Pile: Blessing of Kofusachi, Blessing of Erastil, Eries Yelloweyes, Explorer's Pith Helmet, Compass, Potion of Nightvision, Hand Crossbow, Corrosive Dagger +1,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: Location closed: Move to Ruin

Turn - Hour: Iomedae's Justice
Hour Rules: On your check against an Outsider card, add 1d4.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When a monster is undefeated, shuffle a new monster into the location.
Explore: Magic Spiked Breastplate
d6 say no, banished

Discard Pith Helmet to explore:

Allying Dart:

Core Weapon 1
Traits: Dart Magic Piercing Ranged
To Acquire: Dexterity Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll. On another local character's combat check, freely reload to add 1d4+1.

Dex 7: 1d12 + 1 ⇒ (9) + 1 = 10
Acquired

Discard Compass to explore:

Divine Insight:

Core Spell 0
Traits: Divine Magic
To Acquire: Wisdom Divine 6
On any check to defeat a barrier, banish to add 2d6. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Wis 6: 1d6 ⇒ 2
Fail, banish

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: Allying Dart
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Hand Crossbow, Clockwork Servant, Potion of Nightvision, Allying Dart, Corrosive Dagger +1,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Lance, Pheromones, Cure (Core), Blessing of Nethys, Bloodscent (Core)
Recharged: Good Omen (Core), Blue Star, Poisoned Sand tube,
Discard Pile: Blessing of Kofusachi, Blessing of Erastil, Eries Yelloweyes, Explorer's Pith Helmet, Compass,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

Discard Blessing of Kofusachi to search deck for a weapon, armor, or Item.

Grab Corrosive Dagger +1 (Has Magic Trait)

Recharge Poisoned Sand Tube to add INT to the combat check.

Combat 17: 1d12 + 1d10 + 1d4 + 2 ⇒ (2) + (7) + (4) + 2 = 15
Reroll: 1d12 + 13 ⇒ (12) + 13 = 25
Defeated


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: The Desert
Hour Rules: When you move during your move step, bury a card.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
Explore: Eries Yelloweyes
Good Omen
Wis 8: 2d6 + 2 ⇒ (1, 4) + 2 = 7
Acquired
Discard it to explore:

Demonling:

Core Monster 1
Traits: Demon Outsider
To Defeat: Combat 8 OR Arcane Knowledge 6
Immune to Electricity and Poison. Resistant to Attack. Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage. If undefeated, suffer the scourge Poisoned.

Perception 5: 1d6 + 2 ⇒ (4) + 2 = 6

Corrosive Dagger
Combat 8: 1d12 + 1d4 + 2 ⇒ (12) + (4) + 2 = 18
Defeated
Discard Blessing of Nethys to examine top 2:
Boggart
Henchmen A

Swap order and explore:

Bandit:

Story Bane
Type: Monster
Traits: Bandit Human Veteran
To Defeat: Combat 11 OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

Corrosive Dagger, Recharge Blue Star to add INT
Combat 11: 1d12 + 1d10 + 1d4 + 2 ⇒ (6) + (9) + (1) + 2 = 18
Defeated
Add a Bandit Marker to Bandit Leader.

Close check: Recharge 3 boons (Cure, Corrosive Dagger, Bloodscent)
WPC: Heal up to 2 cards
RNG: 1d4 + 1d3 ⇒ (4) + (1) = 5

Location Closed. Move to Ravine

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: Eries Yelloweyes
Banished: Demonlings, Henchmen A
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Poisoned Sand tube, Clockwork Servant, Compass, Explorer's Pith Helmet, Blessing of Kofusachi,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hand Crossbow, Bloodscent (Core), Potion of Nightvision, Corrosive Dagger +1, Cure (Core), Pheromones, Blessing of Nethys, Fire Lance
Recharged: Good Omen (Core), Blue Star,
Discard Pile: Blessing of Erastil, Eries Yelloweyes,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Starting: Glade

"

Damiel wrote:

Hand: Blessing of Erastil, Blue Star, Pheromones, Corrosive Dagger +1, Blessing of Nethys,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Potion of Nightvision, Explorer's Pith Helmet, Fire Lance, Cure (Core), Poisoned Sand tube, Good Omen (Core), Blessing of Kofusachi, Compass, Hand Crossbow, Clockwork Servant, Bloodscent (Core)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Grab a Blessing 1. Replace Blessing of Elements 2 with Kofusachi.

Take Bodyguard Feat as well.


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: The Joke
Hour Rules: On your check against a barrier, you may recharge a card to add your Intelligence die.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you fail a check to defeat a bane, suffer 1 Acid damage.
Explore: Lightning Touch
Int 4: 1d10 ⇒ 6
Acquired
Discard Blessing of the Elements 2 to explore:

Ghastly Runes:

Core Barrier 1
Traits: Magic Trap Trigger Veteran
To Defeat: Arcane Divine 4+# OR Disable 6+#
When examined, encounter this barrier. If you have the Perception skill, the difficulty to defeat is increased by #. If undefeated, move to a random location and suffer the scourge Frightened.

--Use Hour Power to recharge Lightning Touch to add Int
+++Have Perception, increase by #
Disable 8: 1d12 + 1d10 + 2 ⇒ (3) + (1) + 2 = 6
Disable 8 Paizo Reroll: 1d10 + 5 ⇒ (4) + 5 = 9

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: Lightning Touch
Banished: Ghastly Runes
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Sanctuary, The Carnival, Hand Crossbow, Bloodscent (Core), Fire Lance,

Displayed:
Deck: 9 Discard: 5 Buried: 3
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Explorer's Pith Helmet, Blue Star, Good Omen (Core)
Recharged: Corrosive Dagger +1, Smoke Bomb, Cure (Core), Clockwork Servant, Poisoned Sand tube, Lightning Touch,
Discard Pile: Dragon Emissary, Compass, Pheromones, Shortbow, Blessing of the Elements 2,
Buried Pile: Blessing of Erastil, Blessing of Nethys, Potion of Nightvision,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: 2 damage - Pheromones, Shortbow

Turn - Hour:Prayer
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: On your check against a spell or a Book boon, add 1d6.
Explore: Sanctuary
Divine 6: 1d6 ⇒ 6

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: Sanctuary
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"

Damiel wrote:

Hand: Sanctuary, The Carnival, Hand Crossbow, Bloodscent (Core), Blessing of the Elements 2,

Displayed:
Deck: 9 Discard: 4 Buried: 3
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Good Omen (Core), Blue Star, Explorer's Pith Helmet, Fire Lance
Recharged: Corrosive Dagger +1, Smoke Bomb, Cure (Core), Clockwork Servant, Poisoned Sand tube,
Discard Pile: Dragon Emissary, Compass, Pheromones, Shortbow,
Buried Pile: Blessing of Erastil, Blessing of Nethys, Potion of Nightvision,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Bury Potion of Nightvision to Avenge

RNG: 1d6 ⇒ 1

Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.

BYA 1 damage - Compass

Poisoned Sand Tube
Combat 13: 1d10 + 2d8 ⇒ (5) + (2, 6) = 13

"

Damiel wrote:

Hand: Pheromones, Shortbow,

Displayed:
Deck: 11 Discard: 2 Buried: 4
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Elements 2, Fire Lance, Explorer's Pith Helmet, Bloodscent (Core), Good Omen (Core), Blue Star
Recharged: Corrosive Dagger +1, Smoke Bomb, Cure (Core), Clockwork Servant, Poisoned Sand tube,
Discard Pile: Dragon Emissary, Compass,
Buried Pile: Hand Crossbow, Blessing of Erastil, Blessing of Nethys, Potion of Nightvision,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"


Damiel Deck Handler|||Alchemy Class Deck||| Ultimate Equipment|||STR: d4 DEX:d12 (Disable +1) CON:d6 INT:d10 (Craft +3) WIS:d6 (Perception +2) CHA:d4

Out of Turn Updates: None

Turn - Hour: The Paladin
Hour Rules:When another character avenges your encounter, heal 1d4 cards.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
Explore: Shortbow
Dex 5: 1d12 + 1 ⇒ (10) + 1 = 11

Discard Dragon Emissary to explore:
Henchman Proxy B3

Trapped Furniture - Proxy B:

Story Bane
Type: Barrier
Traits: Trap Trigger
To Defeat: Wisdom Perception 8 OR Craft Disable 6
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

Craft 6: 1d10 + 3 ⇒ (8) + 3 = 11
Defeated

acquire (1=me in order): 1d3 + 1d5 ⇒ (2) + (3) = 5

Close Check: Summon Weapon, spell, armor, or item. Pick Item (Item #1)

Smoke Bomb:

Item
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.

Craft 7: 1d10 + 3 ⇒ (8) + 3 = 11

Closed!

WPC: Recharge 1d4 boons
Recharge: 1d4 ⇒ 4
Corrosive Dagger +1
Smoke Bomb
Cure
Clockwork Servant

All Move to Library

Damiel ends their turn.

Damiel attempts to recover all cards in their Recovery pile.
Damiel auto-succeeds to recharge non-attack spells and alchemical boons.
Damiel resets their hand.

[u]Summary[/u]
Acquired: Shortbow, Smoke Bomb
Banished: Trapped Furniture
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Damiel wrote:

Hand: Poisoned Sand tube, Compass, Pheromones, Potion of Nightvision, Shortbow,

Displayed:
Deck: 10 Discard: 1 Buried: 3
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Good Omen (Core), Explorer's Pith Helmet, Blessing of the Elements 2, Bloodscent (Core), Blue Star, Fire Lance
Recharged: Corrosive Dagger +1, Smoke Bomb, Cure (Core), Clockwork Servant,
Discard Pile: Dragon Emissary,
Buried Pile: Hand Crossbow, Blessing of Erastil, Blessing of Nethys,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft +3
Wisdom d6 ☐ +1 ☐ +2
Perception +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Spell
POWERS:
You may not play spells that have the Attack trait.
During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).

"