
Grazzle Dazzle |

Grazzle Dazzle reporting for duty

Arueshalae 12789 |

Sounds delicious and delightful!

BR eddiephlash |

Scenario CCT-1* wrap-up:
Please list the following, assuming this is not a replay:
Upgrade pool:
Weapon - 100
Spell - 00
Armor - 0
Item - 11000
Ally - 110
Blessing - 11110
Please double check that I didn't miss anything!
BR Boon: 1d20 ⇒ 17

Ahmotep Staffbearer |

I'll also need pfs and character numbers from everybody for reporting.

Ahmotep Staffbearer |

No interest in loot.
3rd xp at tier 1.
No interest in loot.
Upgrade:
Item 1: 1d1000 ⇒ 999: Anubis Staff
Ally 1: 1d1000 ⇒ 520: Staffbearer
Blessing 1: 1d1000 ⇒ 666: Sivanah

Erasmus B. Orpheus 12789 |

Erasmus - CotCT-1*: Haunted Fortunes
Took one for the Team using temporary character
Will take loot deck if nobody else has interest
Boon Roll: 1d20 ⇒ 17 Not Today
Scenario Reward
A character gets the Loot item Zellara's Harrow Deck.
Rally the supporter Cressida Kroft.
Adventure Reward
N/A
Tier/XP 1.0->1.1
Will spend Hero point for Power Feat (1 plus)
Hero Points (Prior + Gained - Used = Current)
0 + 1 - 1 = 1
Loot rolls
1st choice Ally 1: 1d1000 ⇒ 100 Leech
2nd choice Blessing 1: 1d1000 ⇒ 377 The Marriage
Will adjust if needed
Deck Upgrades
Leech (Ally 1)
Banished Cards: None
Holes Filled: None
Removed: Card Caster
Planned Loot for next scenario add The Marriage (CotCT-7A) and possibly Zellara's Harrow Deck

Grazzle Dazzle |

Grazzle CotCT-1*: Haunted Fortunes
Boon Roll:: 1d20 ⇒ 20
Tier/XP
1.2 -> 1.3
Hero Points (Prior + Gained - Used = Current)
0 + 1 - 1 = 0
1 Hero Point used for Upgrade power: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead).
Loot rolls
1st Choice Ally 1: 1d1000 ⇒ 846 - Bodyguard
2nd Choice Blessing 0: 1d1000 ⇒ 620 - Prayer
3rd Choice Item 1: 1d1000 ⇒ 814 - Gem of Mental Acuity
4th Choice Item 0: 1d1000 ⇒ 692 - Bracers of Protection
Deck Upgrades
Add:
Banished Cards: None
Holes Filled: None
Removed: None

Kess by NathanG |

No interest in loot.
Tier1.1
Used hero point for power upgrade: ( for your combat check, you may use melee + d12 and add the magic trait.
1st Choice Item 1: 1d1000 ⇒ 768 Staff of Minor Healing
2nd Choice Ally 1: 1d1000 ⇒ 177 Standard Bearer
3rd Choice Blessing 1: 1d1000 ⇒ 886 Gorum’s Iron

Erasmus B. Orpheus 12789 |

correction to my wrapup above...Hero points remainging should be 0.

zeroth_hour's Thargrap |

1-1A
HP: Power (local check + 1d6)
Upgrade prefs: Weapon 1 (since no one seems interested in it) Battleaxe -> Earthbreaker

BR eddiephlash |

CCT-1* summary:
Grazzle - Ally 1, Power feat: shuffle recovered spells into deck
Arushalae (taken for the team, Erasmus going foraward) - Ally 1, Power feat: add 1 plus to character power.
Ahmotep - Item 1,
Kess - Item 1, Power Feat: Add d12 to combat
Thargrap - Weapon 1, Power Feat: local check + 1d6
Nobody else mentioned it, so Erasmus can have the loot.

Grazzle Dazzle |

Woohoo! So I did!

Ahmotep Staffbearer |

Scenario CCT-1A wrap-up:
Please list the following, assuming this is not a replay:
Upgrade pool:
Spell - 00
Armor - 0
Item - 11000
Ally - 1100
Blessing - 111
Please double check that I didn't miss anything!

Erasmus B. Orpheus 12789 |

Erasmus - CotCT-1A: A City Gone Mad
Scenario Reward
Rally the supporter Amin Jalento
If Evidence is displayed next to the scenario or if Verik Vancaskerkin was cornered when defeated with a non-combat check, the party gets a new ally and a new blessing. Succeeded on both accounts
Adventure Reward
N/A
Tier/XP 1.1->1.2
Will spend Hero point for Card Feat (Blessing - BotG)
Hero Points (Prior + Gained - Used = Current)
0 + 1 - 1 = 1
Loot rolls
1st choice Blessing 1: 1d1000 ⇒ 392 The Real Rabbit Prince
Will adjust if needed
Deck Upgrades
Blessing of the Gods (from Card Feat), The Real Rabbit Prince
Banished Cards: None
Holes Filled: None
Removed: Sign of the Pack
Planned Loot for next scenario add The Marriage (CotCT-7A)

Kess by NathanG |

Tier1.1 to Tier 1.2
Used hero point for Card Power: Add Ally
Hero points: 0+1-1=0
1st Choice Ally 1: Ally: 1d1000 ⇒ 852 Standard Bearer
2nd Choice Blessing 1: Perception: 1d1000 ⇒ 138 The Keep
3rd Choice Item 1: Item: 1d1000 ⇒ 263 Boots of Friendly Terrain

Ahmotep Staffbearer |

4th xp at tier 1. Spend Hero Point on Card Feat, taking a 5th spell, bringing in Unerring Weapon from Magus Deck. 1 HP left.
Upgrades:
Ally 1: 1d1000 ⇒ 787 Staffbearer
Blessing 1: 1d1000 ⇒ 520 Pharasma
If I don't win an ally, replace the ally deck hole with Embalmer.

zeroth_hour's Thargrap |

CCT-1A:
Card Feat: Item
Upgrades:
Item 1 (Even if Grazzle chooses Item we should be fine)
X -> Wand of Acid Burst

Grazzle Dazzle |

Grazzle CotCT-1a
Boon Roll:: 1d20 ⇒ 19
Scenario Reward
Tier/XP
1.3 -> 2.1
Hero Points (Prior + Gained - Used = Current)
1 + 1 - 1 = 1
1 Hero Point used for Wisdom Skill
Loot rolls
1st Choice Item 1: 1d1000 ⇒ 523 - Gem of Mental Acuity
2nd Choice Item 0: 1d1000 ⇒ 377 - Bracers of Protection
Deck Upgrades
Add:
Banished Cards: None
Holes Filled: None
Removed: None

Ahmotep Staffbearer |

CCT 1A Reward breakdown:
Grazzle - Item 1, Skill Point: Wis
Erasmus - Blessing 1, Card feat: Blessing
Ahmotep - Ally 1, Card Feat: Spells to 5
Kess - Ally 1, Card Feat: Ally
Thargrap - Item 1, Card Feat: Item

BR eddiephlash |

Scenario CCT-1B wrap-up:
Please list the following, assuming this is not a replay:
Upgrade pool:
Weapon - 11
Spell - 1
Armor - 0
Item - 110
Ally - 1100
Blessing - 1
Please double check that I didn't miss anything!
Boon: 1d20 ⇒ 11

Ahmotep Staffbearer |

5th xp at tier 1. Save hero point, bringing total to 1.
Upgrades:
Spell 1: 1d1000 ⇒ 248: Locate Object (UM)
Blessing 1: 1d1000 ⇒ 609: Sivanah (UM)
Ally 1: 1d1000 ⇒ 607: Staffbearer (UM)
Boon?: 1d20 ⇒ 5

zeroth_hour's Thargrap |

T1-3, HP -> Skill Feat
Upgrades:
Blessing 1: 1d1000 ⇒ 225 The Eclipse or The Fiend. Leaning a bit towards the Fiend, 3d6 can be a lifesaver and the drawback can be used as a benefit to retool allies
Spell 1: 1d1000 ⇒ 472 Ray of Sickening (HV2) (as a villain scout)
Ally 1: 1d1000 ⇒ 886 Priest of Asmodeus
Item 1: 1d1000 ⇒ 109
Weapon 1: 1d1000 ⇒ 84
Boon: 1d20 ⇒ 1

Erasmus B. Orpheus 12789 |

Erasmus - CoCT-1B: THE AMBASSADOR'S SECRET
Con Boon Roll: 1d20 ⇒ 12 Not Today
Scenario Reward
Rally the supporter Vencarlo Orisini
Adventure Reward
N/A
Tier/XP 1.2->1.3
Will spend hero point for skill feat (Cha)
Hero Points (Prior + Gained - Used = Current)
0 + 1 - 1 = 1
Loot rolls
1st choice Weapon 1: 1d1000 ⇒ 118 Sword Cane
Will adjust if needed
Deck Upgrades
Sword Cane (Weapon 1)
Banished Cards: None
Holes Filled: None
Removed: Light Crossbow
Planned Loot for next scenario add The Marriage (CotCT-7A), Infernal Healing (CotCT7), Zellara's Harrow Deck (CotCT-1*)

Kess by NathanG |

Tier1.2 to Tier 1.3
Used hero point for Skill Feat: Strength
Hero points: 0+1-1=0
1st Choice Armor 1: Spiked Half-plate 1d1000 ⇒ 343
2nd Choice Blessing 1: Abadar’s Law 1d1000 ⇒ 678
3rd Choice Item 1: Item: Boots of Friendly Terrain 1d1000 ⇒ 606

Grazzle Dazzle |

Grazzle CotCT-1B
Boon Roll:: 1d20 ⇒ 10
Scenario Reward
Tier/XP
2.1 -> 2.2
Hero Points (Prior + Gained - Used = Current)
0 + 1 - 1 = 0
1 Hero Point used for Upgrade power: You automatically succeed at your check to recharge a spell (x and you may shuffle it into your deck instead).
Loot rolls
1st Choice Weapon 1: 1d1000 ⇒ 908 - Bastard Sword +1
2nd Choice Item 1: 1d1000 ⇒ 234 - Gem of Mental Acuity

BR eddiephlash |

Scenario CCT-1C wrap-up:
Please list the following, assuming this is not a replay:
Upgrade pool:
Weapon - 1100
Spell - 0
Armor - 00
Item - 1
Ally - 10
Blessing - 1
Please double check that I didn't miss anything!

Erasmus B. Orpheus 12789 |

Erasmus - CoCT-1C: THE DEAD WARRENS
Scenario Reward
Rally the supporter Thousand Bones
Adventure Reward
N/A
Tier/XP 1.3->1.4
Will bank hero point
Hero Points (Prior + Gained - Used = Current)
0 + 1 - 1 = 1
Loot rolls
1st choice Blessing 1: 1d1000 ⇒ 679 The Peacock
Will adjust if needed
Deck Upgrades
The Peacock (Blessing 1)
Banished Cards: None
Holes Filled: None
Removed: Blessing of the Gods 3
Planned Loot for next scenario add The Marriage (CotCT-7A), Infernal Healing (CotCT7), Zellara's Harrow Deck (CotCT-1*)

Ahmotep Staffbearer |

6th xp at tier 1. Save hero point, bringing total to 2. Tier up to 2.
Upgrades:
Ally 1: 1d1000 ⇒ 124 Staffbearer (Ult Magic)
Blessing 1: 1d1000 ⇒ 445 Sivanah (Ult Magic)

zeroth_hour's Thargrap |

1.4, Hero Point, 0->1 HP
Upgrades
Ally 1: 1d1000 ⇒ 20
Weapon 1: 1d1000 ⇒ 792
Blessing 1: 1d1000 ⇒ 857

Ukuja - Danforth347 |

Grazzle CoCT-1C: THE DEAD WARRENS
Tier/XP 2.3 -> 2.4
Hero Points (Prior + Gained - Used = Current)0 + 1 - 1 = 0
1 Hero Point used for Spell Slot
Loot rolls
1st Choice Item 1: 1d1000 ⇒ 476 - Gem of Mental Acuity
2nd Choice Weapon 1: 1d1000 ⇒ 815 - Repelling Pike +1
Deck Upgrades
Add: Fireblade spell and winning loot roll.
Banished Cards: None
Holes Filled: None
Removed: None

Kess by NathanG |

Tier1.3 to Tier 1.4
Saved hero point
Hero points: 0+1=1
1st Choice Blessing 1: Abadar’s Law 1d1000 ⇒ 495
2nd Choice Item 1: Boots of Friendly Terrain 1d1000 ⇒ 452

BR eddiephlash |

CCT 1C Reward breakdown:
Grazzle - Card Feat: Spell
Erasmus - Save Hero point
Ahmotep - Save Hero point
Kess - Save Hero point
Thargrap - Save Hero point
Deck upgrades (as rolled):
Erasmus - Blessing 1
Kess - Blessing 1
Grazzle - Item 1
Ahmotep - Ally 1
Thargrap - Weapon 1
Remaining:
Weapon - 100
Spell - 0
Armor - 00
Ally - 0
Blessing - 10

Ahmotep Staffbearer |

Hand: Blessing of Kols, Pyrotechnic Blast, Armor of the Sands, Flame Staff, Staffbearer 2, Unerring Weapon, The Cricket,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Tenement
Hero Points: 1
Shirt reroll: available
NOTES:
Other: Can add +/- 2 after the roll locally.
Middle of Deck (Unknown Order): Fire Snake, Blackwing Librarian, Spellguard Bracers, Anubis Staff, Explorer's Staff, Staffbearer 1, Blessing of Abraxas, Djinni Quarterstaff, Locate Object, Blessing of the Gods
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☐ +2
Arcane: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +2
Favored Card: Staff boon
Hand Size: 6 ☐ 7
Proficiencies:
Weapons, Arcane, Staff
POWERS:
On your check (☑ or a check by another character at your location), after the roll, you may discard (☐ or recharge) a card to add or subtract 2 from the result.
When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
You may recharge a card that has the Staff trait to add 1d8 to your combat check (☐ and you may add the Fire trait).

BR eddiephlash |

During This Adventure:
During This Scenario:
All characters start at the Tenement.
When building the locations, build a number of Rooftops locations equal to the number of characters.
Add the Onslaughts wildcard Hazardous, adding 6 barriers to locations. (focusing on rooftops locations).
Additional Rules:
Story Bane
Type: Barrier
Traits: Task
To Defeat: Dexterity Charisma Acrobatics Diplomacy 6
Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.
Scenario Level (#): 2
Turn: 1, Erasmus/Zalarian
Monsters
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Barriers
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Weapons
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
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.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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.
Armors
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
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.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Items
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Allies
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
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.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hour Power: At the start of your turn, examine the top card of your location; you may encounter it.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hours Remaining: 29
Hourglass
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.
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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.
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
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.
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard 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.
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
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.
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.
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.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
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.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Location #1: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Ahmotep/eddiephlash, Kess/naterg1, Thargrap/zeroth_hour, Grazzle/danforth347, Erasmus/Zalarian, None
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
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.
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Core
Barrier 0
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
CotCT
Story Bane 1
Type: Barrier
Traits:
Task
To Defeat:
Dexterity
Charisma
Acrobatics
Diplomacy 6
Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.
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.
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Location #2: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 4 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
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.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Location #3: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 4 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
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.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Location #4: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 4 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
CotCT
Ally 0
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
CotCT
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Location #5: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 4 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
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.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
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.
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Location #6: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 1 Ba: 4 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge 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
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
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 ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
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.
Core
Ally 0
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
CotCT
Barrier 0
Traits:
Devil
Dragon
Outsider
Skirmish
To Defeat:
Combat 10
OR Arcane
Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.

Kess by NathanG |

"
Hand: Teamster (Core), Staff of Minor Healing, Spiked Half-Plate , Soldier (Core), Korvosan Guard (Core), The Cricket (Core),
Displayed: Spiked Breastplate (Core),
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
Middle of Deck (Unknown Order): Porcupine (Core), Helm (Core), Horn of Battle Clarity (Core), Standard Bearer, Pig (Core), Spiked Gauntlets (Core), Crowbar (Core), Abadar's Law, Prayer (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity+1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma+1
Favored Card: {Ally}
Hand Size: 5 ☐ 6
Proficiencies:
None
POWERS:
For your combat check, you may use Melee +1d8 ([X] or Melee+1d12 and add the magic trait)
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 ([] 3) cards.
When you defeat a monster, you may heal a card ([] or an ally.)

BR eddiephlash |

Scenario CCT-1D wrap-up:
Please list the following, assuming this is not a replay:
Upgrade pool:
Weapon - 0
Item - 00
Ally - 111110
Blessing - 1111110
Please double check that I didn't miss anything!

BR eddiephlash |

Adventure 2: Seven Days to the Grave
New Adventure, new special rules! From Keith:
Bring out your dead!
Throughout this adventure, I encourage you to use the Harrows wildcard Harrow of Shields for additional flavor and challenge. If you’re on the fence about this extra challenge, consider using the Base suggestion from the previous Adventure Time blog, or only apply Harrow of Shields when you have at least 3 cards in your discards (ensuring that heal effects will always provide some value). We'll do both of these.
Let’s talk a little bit about the scourge Plagued. Nobody wants to be plagued. And as soon as someone is, nobody wants to hang out with them. Or suddenly everyone is plagued. It won’t kill your character quickly, but you’ll want to remove the scourge as soon as possible. The best ways to do so are to play your harrow, which lets you remove a scourge this adventure, or to go to the Base. Otherwise, you might want to stock up on boons like Antiplague, Balmberry, Remove Disease, Plague Mask, or Soothing Word.
Every scenario in Seven Days to the Grave has its splash of plague to toss around. As long as you’re careful around wererats and plague zombies, though, you’ll mostly be okay. (The final scenario has a bit more than a splash, though. More like a deluge, or a particularly unhealthy bath. More about that later, though.)
Adventure rules
================================================
Scenario CCT-2A: RATS AND THE SINKING SHIP
"The plague!" wails the town crier between coughs. "O the mournful plague!"
Korvosa is in the grip of a death plague called the blood veil. It came out of nowhere shortly after the riots and fires. Could it be tied to evil spirits displeased at the death of King Eodred? The return of the hero vigilante Blackjack? The Shoanti warriors preparing an attack on the city? All these conspiracy theories and more accompany the most virulent disease to strike Korvosa in decades.
"We are overwhelmed." says Ishani Datri, a charitable acolyte from the Bank of Abadar. "We could not cure all the citizens even if they could pay as to do so, as is the norm. We need to find the source of the plague, and most hurriedly."
Your guard commander, Field Marshal Cressida Kroft, outlines several leads, each more gruesome than the last.
First, the city guards sunk an unmanned ship called the Direption that floated into the Jeggare River. Was it a plague ship?
Second, a torchbearing mob hunts the sewer wererat Girrigz for plotting to overthrow the surface dwellers. Is this just drunken dockworker talk or the source of the plague?
Third, the plague carters report an illegal corpse-dumping operation near Giortorri's Toy Shop. Do Korvosa's long-toothed residents have a reason to drum up more bodies?
Finally, a house party - during a plague! - at Carowyn's Manor has been quarantined because of a zombie outbreak. Did the deadly plague just take a more sinister turn?
Somewhere, someone knows why Korvosa's fate hangs in the grip of the blood veil.
Additional flavor from Keith:
When disease suddenly breaks out in Korvosa, there’s a rush to find out how. And there’s an even more intense rush to blame just about anyone and take advantage of the chaos for personal benefit. (Sometimes Korvosa is a little too realistic.) In scenario 2A, the finger-pointing has settled on a gang of wererats. After spending some time exploring the back alleys and sewers of Old Town, you determine they have nothing to do with it, but their dictator Girrigz does have plans to take advantage of the chaos. Once you deal with him, the wererats are happy to be helpful members of society and point you toward a sunken ship that might’ve brought the disease to town. It’s guarded by a sea hag druid and her (lone) shark (ha!), but not for long!
To increase the difficulty of this scenario, I’d suggest the Perils wildcards Desperate and Impoverished to evoke the sudden exhaustion of supplies and closing up of the town. The Onslaughts wildcard Wearisome is also solid, given how much swimming and sewer spelunking the characters need to do.
SETUP:
LOCATIONS:
Base
1 Fishery
1 Twisting Passages
2 River
3 Docks
4 Caves
5 Ally
6 - Lair
Story Banes:
Danger: Blood Veil, Wererat Roll 1d2 to randomly choose one
Villain: None
Closing Henchmen: Girrigz, Wererats - Proxy A
DURING THIS SCENARIO:
To win, defeat and corner Yvicca.

Kess by NathanG |

Tier1.4 to Tier 1.5
Spend Hero Point on Card Feat-Add 1 Ally
Hero points: 1+1-1=1
1st Choice: Ally 1-Droogami

Erasmus B. Orpheus 12789 |

Erasmus - CoCT-1D: Kingkiller
Scenario Reward
Rally the supporter Trinia Sabor
Adventure Reward
Each character gains a supporter feat (Amin Jalento)
Tier/XP 1.4->2.0
Will bank hero point
Hero Points (Prior + Gained - Used = Current)
1 + 1 - 1 = 2
Loot rolls
1st choice Blessing 1: 1d1000 ⇒ 191 The Peacock
Will adjust if needed
Deck Upgrades
The Paladin (Blessing 1)
Banished Cards: None
Holes Filled: None
Removed: Orison
Planned Loot for next scenario add The Marriage (CotCT-7A), Infernal Healing (CotCT7), Zellara's Harrow Deck (CotCT-1*)