Curse of the Crimson Throne (Sanctioned - Keith Mode) [ACS] [BR eddiephlash] (Inactive)

Game Master eddiephlash

Turn Order:

Grazzle
Erasmus
Ahmotep
Kess
Thargrap



Welcome! Out of character discussion, as well as reward die rolls, etc will happen here.


Go to Kess Deck

.


STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler

Grazzle Dazzle reporting for duty


Female Outsider Succubus | My Deck Handler Spy / Ranged+Divine+Occult (12789-1017)

Sounds delicious and delightful!


Scenario CCT-1* wrap-up:

Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Interest in the new Loot card
  • Upgrade preferences.

    Upgrade pool:
    Weapon - 100
    Spell - 00
    Armor - 0
    Item - 11000
    Ally - 110
    Blessing - 11110

    Please double check that I didn't miss anything!

  • Remember a convention Boon roll!
    BR Boon: 1d20 ⇒ 17


  • Female Human Tier 1 Magus + Ult Magic Deck handler

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


    Female Human Tier 1 Magus + Ult Magic Deck handler

    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


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    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

    Rewards:

    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


    STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler

    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


    Go to Kess Deck

    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


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

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


    deck handler

    1-1A

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


    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.


    Female Human Tier 1 Magus + Ult Magic Deck handler

    Oh snap, Grazzle won a boon!


    STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler

    Woohoo! So I did!


    Go to Kess Deck

    My starting location is The Office


    deck handler

    Oh I forgot to roll for CotCT-1*

    gameday roll: 1d20 ⇒ 6


    Female Human Tier 1 Magus + Ult Magic Deck handler

    Scenario CCT-1A wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Upgrade preferences.

    Upgrade pool:
    Spell - 00
    Armor - 0
    Item - 11000
    Ally - 1100
    Blessing - 111

    Please double check that I didn't miss anything!


  • Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CotCT-1A: A City Gone Mad

    Rewards:

    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)


    Go to Kess Deck

    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


    Female Human Tier 1 Magus + Ult Magic Deck handler

    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.


    deck handler

    CCT-1A:

    Card Feat: Item

    Upgrades:
    Item 1 (Even if Grazzle chooses Item we should be fine)

    X -> Wand of Acid Burst


    STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler

    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


    Female Human Tier 1 Magus + Ult Magic Deck handler

    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


    Scenario CCT-1B wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Planned change of loot for next scenario
  • Upgrade preferences.
  • Boon rolls!

    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


  • Female Human Tier 1 Magus + Ult Magic Deck handler

    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


    deck handler

    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


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CoCT-1B: THE AMBASSADOR'S SECRET

    Con Boon Roll: 1d20 ⇒ 12 Not Today

    Rewards:

    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*)


    Go to Kess Deck

    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


    STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (CRA +1, SUR +2) | CHA d8 (DIV +3) Deck Handler

    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


    CCT 1B Reward breakdown:

    Grazzle - Weapon 1, Power Feat: Shuffle spells into deck
    Erasmus - Weapon 1, Skill feat: Cha
    Ahmotep - Spell 1, Save Hero point
    Kess - Armor 1, Skill Feat: Str
    Thargrap - Blessing 1, Skill Feat


    Scenario CCT-1C wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Planned change of loot for next scenario
  • Upgrade preferences.

    Upgrade pool:
    Weapon - 1100
    Spell - 0
    Armor - 00
    Item - 1
    Ally - 10
    Blessing - 1

    Please double check that I didn't miss anything!


  • Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CoCT-1C: THE DEAD WARRENS

    Rewards:

    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*)


    Female Human Tier 1 Magus + Ult Magic Deck handler

    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)


    deck handler

    1.4, Hero Point, 0->1 HP

    Upgrades
    Ally 1: 1d1000 ⇒ 20
    Weapon 1: 1d1000 ⇒ 792
    Blessing 1: 1d1000 ⇒ 857


    STR d6|DEX d10 (RAN + 2)|CON d6|INT d6|WIS d10 (DIV + 1) (SUR + 3)|CHA d4 Deck Handler

    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


    Go to Kess Deck

    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


    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


    Female Human Tier 1 Magus + Ult Magic Deck handler
    Ahmotep wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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:

    Skills and Powers:
    SKILLS
    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).


    During This Adventure:

  • # should be considered to be 2 for Banes and 1 for everything else.
  • Party Tracker
  • At the start of each scenario, after drawing your starting hand, add your harrow to it.
  • The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another player.
  • The Base never closes.
  • Wildcard: Harrow of Keys: When you do not move during your move step, or when you fail to defeat a barrier, either discard the top card of your deck, or bury a card from your discards.

    During This Scenario:

  • When the Fugitive is defeated, you may attempt to close the location it came from.
  • After the Fugitive is defeated (and closing attempts have been made), shuffle the Fugitive and a new barrier into a stack, then shuffle the two cards into two different locations, or shuffle them both into the last remaining location.

    Setup:

    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:

    Fugitive (Closing Henchman, Story Objective):

    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

    Random Cards:

    Monsters
    Spoiler:
    Allip
    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.

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

    Spoiler:
    Deadfall Scorpion
    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.

    Spoiler:
    Ghoul Bat
    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.

    Spoiler:
    Metal Cobra
    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
    Spoiler:
    Shrieky Plant
    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.

    Spoiler:
    Poison Gas
    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.

    Spoiler:
    Cutpurse Gang
    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.

    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.

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

    Weapons
    Spoiler:
    Starknife
    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.

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

    Spoiler:
    Kukri
    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.

    Spoiler:
    Light Crossbow
    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.

    Spoiler:
    Cold Iron Greatsword
    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
    Spoiler:
    False Life
    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.


    Spoiler:
    Bloodscent
    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.


    Spoiler:
    Minor Harrowing
    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.


    Spoiler:
    Aid
    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.

    Spoiler:
    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.


    Armors
    Spoiler:
    Covering Heavy Shield
    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.

    Spoiler:
    Hide Armor
    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.

    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:
    Spiked Breastplate
    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.

    Spoiler:
    Quilted Cloth Armor
    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
    Spoiler:
    Spider Venom
    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.

    Spoiler:
    Bracers of Protection
    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.

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

    Spoiler:
    Gem of Mental Acuity
    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.

    Spoiler:
    Boots of Friendly Terrain
    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
    Spoiler:
    Card Caster
    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.

    Spoiler:
    Mouse
    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.

    Spoiler:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.


    Spoiler:
    Horse
    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.

    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.

    Blessings
    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 Idiot
    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.

    Spoiler:
    The Liar
    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.

    Spoiler:
    The Tangled Briar
    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.

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

    Hour Power: At the start of your turn, examine the top card of your location; you may encounter it.

    Current Hour:

    The Theater:
    The Theater
    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

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ahmotep/eddiephlash:
    Spoiler:
    Hourglass Card 1 Ahmotep/eddiephlash
    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 2 Kess/naterg1:
    Spoiler:
    Hourglass Card 2 Kess/naterg1
    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.
    Hourglass Card 3 Thargrap/zeroth_hour:
    Spoiler:
    Hourglass Card 3 Thargrap/zeroth_hour
    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 4 Grazzle/danforth347:
    Spoiler:
    Hourglass Card 4 Grazzle/danforth347
    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.
    Hourglass Card 5 Erasmus/Zalarian:
    Spoiler:
    Hourglass Card 5 Erasmus/Zalarian
    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.
    Hourglass Card 6 Ahmotep/eddiephlash:
    Spoiler:
    Hourglass Card 6 Ahmotep/eddiephlash
    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.
    Hourglass Card 7 Kess/naterg1:
    Spoiler:
    Hourglass Card 7 Kess/naterg1
    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.
    Hourglass Card 8 Thargrap/zeroth_hour:
    Spoiler:
    Hourglass Card 8 Thargrap/zeroth_hour
    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.
    Hourglass Card 9 Grazzle/danforth347:
    Spoiler:
    Hourglass Card 9 Grazzle/danforth347
    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.
    Hourglass Card 10 Erasmus/Zalarian:
    Spoiler:
    Hourglass Card 10 Erasmus/Zalarian
    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.
    Hourglass Card 11 Ahmotep/eddiephlash:
    Spoiler:
    Hourglass Card 11 Ahmotep/eddiephlash
    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 12 Kess/naterg1:
    Spoiler:
    Hourglass Card 12 Kess/naterg1
    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.
    Hourglass Card 13 Thargrap/zeroth_hour:
    Spoiler:
    Hourglass Card 13 Thargrap/zeroth_hour
    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.
    Hourglass Card 14 Grazzle/danforth347:
    Spoiler:
    Hourglass Card 14 Grazzle/danforth347
    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.
    Hourglass Card 15 Erasmus/Zalarian:
    Spoiler:
    Hourglass Card 15 Erasmus/Zalarian
    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.
    Hourglass Card 16 Ahmotep/eddiephlash:
    Spoiler:
    Hourglass Card 16 Ahmotep/eddiephlash
    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.
    Hourglass Card 17 Kess/naterg1:
    Spoiler:
    Hourglass Card 17 Kess/naterg1
    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.
    Hourglass Card 18 Thargrap/zeroth_hour:
    Spoiler:
    Hourglass Card 18 Thargrap/zeroth_hour
    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.
    Hourglass Card 19 Grazzle/danforth347:
    Spoiler:
    Hourglass Card 19 Grazzle/danforth347
    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 20 Erasmus/Zalarian:
    Spoiler:
    Hourglass Card 20 Erasmus/Zalarian
    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.
    Hourglass Card 21 Ahmotep/eddiephlash:
    Spoiler:
    Hourglass Card 21 Ahmotep/eddiephlash
    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 22 Kess/naterg1:
    Spoiler:
    Hourglass Card 22 Kess/naterg1
    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 23 Thargrap/zeroth_hour:
    Spoiler:
    Hourglass Card 23 Thargrap/zeroth_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.
    Hourglass Card 24 Grazzle/danforth347:
    Spoiler:
    Hourglass Card 24 Grazzle/danforth347
    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 25 Erasmus/Zalarian:
    Spoiler:
    Hourglass Card 25 Erasmus/Zalarian
    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 26 Ahmotep/eddiephlash:
    Spoiler:
    Hourglass Card 26 Ahmotep/eddiephlash
    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.
    Hourglass Card 27 Kess/naterg1:
    Spoiler:
    Hourglass Card 27 Kess/naterg1
    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 28 Thargrap/zeroth_hour:
    Spoiler:
    Hourglass Card 28 Thargrap/zeroth_hour
    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 29 Grazzle/danforth347:
    Spoiler:
    Hourglass Card 29 Grazzle/danforth347
    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

    Tenement Card 1:
    Mad Prophet
    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.
    Tenement Card 2:
    Door Spike
    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.
    Tenement Card 3:
    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.
    Tenement Card 4:
    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.
    Tenement Card 5:
    Priest of Abadar
    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.
    Tenement Card 6:
    The Brass Dwarf
    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.
    Tenement Card 7:
    Burning Tar
    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.
    Tenement Card 8:
    Fugitive
    CotCT
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.
    Tenement Card 9:
    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.
    Tenement Card 10:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.
    Tenement Card 11:
    Heavy Shield
    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
    Rooftops Card 1:
    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.
    Rooftops Card 2:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.
    Rooftops Card 3:
    Leech
    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.
    Rooftops Card 4:
    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.
    Rooftops Card 5:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.
    Rooftops Card 6:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Rooftops Card 7:
    Pixie Gang
    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.
    Rooftops Card 8:
    Priest of Asmodeus
    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.
    Rooftops Card 9:
    Captive Horror
    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.
    Rooftops Card 10:
    Elixir of Healing
    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
    Rooftops Card 1:
    Ill Tidings
    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.
    Rooftops Card 2:
    Symbol of Sleep
    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.
    Rooftops Card 3:
    Keen Rapier
    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.
    Rooftops Card 4:
    Exploding Runes
    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.
    Rooftops Card 5:
    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.
    Rooftops Card 6:
    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.
    Rooftops Card 7:
    Helpful Haversack
    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.
    Rooftops Card 8:
    Flanking Attack
    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.
    Rooftops Card 9:
    Acadamae Student
    CotCT
    Ally 0
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 3
    OR Charisma
    Diplomacy 6
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.
    Rooftops Card 10:
    Gentleman Explorer
    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
    Rooftops Card 1:
    War Drum
    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.
    Rooftops Card 2:
    Ingratiating Minion
    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.
    Rooftops Card 3:
    Will-o'-wisp
    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.
    Rooftops Card 4:
    Spiked Volley
    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.
    Rooftops Card 5:
    Dogslicer
    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.
    Rooftops Card 6:
    Harrower
    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.
    Rooftops Card 7:
    Flask of Curses
    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.
    Rooftops Card 8:
    Guardian Door
    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.
    Rooftops Card 9:
    Pig
    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.
    Rooftops Card 10:
    The Uprising
    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
    Rooftops Card 1:
    Archer
    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.
    Rooftops Card 2:
    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.
    Rooftops Card 3:
    Scythe
    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.
    Rooftops Card 4:
    Goblin Troublemaker
    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.
    Rooftops Card 5:
    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.
    Rooftops Card 6:
    Holy Symbol
    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.
    Rooftops Card 7:
    Haunt
    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.
    Rooftops Card 8:
    Invisible Wall
    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.
    Rooftops Card 9:
    Priest of Pharasma
    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.
    Rooftops Card 10:
    Imprisonment
    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
    Rooftops Card 1:
    Attic Whisperer
    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.
    Rooftops Card 2:
    Guide
    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.
    Rooftops Card 3:
    Symbol of Agony
    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.
    Rooftops Card 4:
    Harrow Deck
    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.

    Rooftops Card 5:
    Glorious Warhammer
    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.
    Rooftops Card 6:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Rooftops Card 7:
    Treacherous Tunnels
    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.
    Rooftops Card 8:
    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.
    Rooftops Card 9:
    Acolyte
    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.
    Rooftops Card 10:
    Imps and House Drakes
    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.


  • Go to Kess Deck

    "

    Kess wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Orison (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.)

    "


    Scenario CCT-1D wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Supporter Feat allocation
  • Upgrade preferences.
  • Difficulty bonus - you may erase 1 feat, then gain 1 feat of the same type you erased.

    Upgrade pool:
    Weapon - 0
    Item - 00
    Ally - 111110
    Blessing - 1111110

    Please double check that I didn't miss anything!


  • 1st xp at tier 2. Spend hero point on Power feat: cost of adding +/- 2 after a local check is now recharge, rather than discard a card.

    Adventure reward, take feat on Amin Jalento.

    Upgrades: There's enough Blessings and allies to go around. I'll take a Blessing 1, Sivanah replaces my BotG.


    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

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges.
  • Add the Harrows Wildcard: Harrow of Buckler Shields. When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, if you have three or more cards in your discard pile, bury one of them.

    ================================================

    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:

  • After building the locations, shuffle an ally into each.
  • Add the Perils wildcards Desperate and Impoverished, and the Onslaughts wildcard Wearisome.

    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:

  • When you close your location, before banishing its cards, search it, then you may shuffle all of its cards into another location.
  • When you defeat Girrigz:
    Add the new location Boat and shuffle the villain Yvicca into it. All Proxy A cards are now Blood Veil, and the Wererat is no longer a danger.
    To win, defeat and corner Yvicca.

  • Go to Kess Deck

    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


    Male Human | My Deck Handler | Medium / Occult Adv#2+Occult+Support (12789-1017)

    Erasmus - CoCT-1D: Kingkiller

    Rewards:

    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*)


    CCT-1D summary:

    Grazzle - ???
    Erasmus - Blessing 1, Save hero point. ??Supporter feat.
    Ahmotep - Blessing 1, Power feat. Amin Jalento.
    Kess - Ally 1, Card Feat: Ally. ??Supporter feat.
    Thargrap - ???

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